AI FAQ Getting Started in AI?
Quote: Original post by murdock
I am looking for material to study up on AI as it pertains to 3D games.
For materials I suggest "AI Game Engine Programming" it's so useful and easy to understand. Also there's a dedicated chapter for Sports Games (chapter 10)
However, as a note, you have bit off a pretty big hunk of AI tackling a project such as yours. The best way to approach any AI decision is to make a list of the factors that you would have to consider to make a decision and decide how they interrelate. Then, express that behavior in terms that the computer can understand. Basically, hold a conversation with yourself as if you were a 10-year old child. In this case, think "little league coach".
For checking receivers:
"I want to see if they are open." (Define "open".)
"Open means they are not covered." (Define "covered".)
"Covered means there is a defender close to them." (How close is too close?)
"If he can block the pass before it gets there, he is too close." (How do you calculate that distance then?)
"It has to do with how long it would take the ball to fly there compared to how long it would take the defender to run there." (... at this point, you can now start to write a formula for "is covered")
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"
I will read through those books when I get some time. Also, I realize it's a tough task to take on; however, it's just the end result I'm looking for and I am willing to take the steps and work up to it, but I need to know what smaller steps to take in order to work up to the bigger task; henceforth, the need for finding a good starting place. =)
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"
If you want to start something without a book, I'd use a state machine as a basis. link
You could build QB logic as
State 1) before snap
action: do snap
state 1 would lead either passing or running play states
State 2) passing
action : check receivers leads to state: pass
action : check danger (defender's proximity): leads to state:throw away ball
How do they work - a bit of if then and else. But you can change the states so only a selection of if and else run related to that state rather than all possible if's and elses.