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How much effort and time does it take to implement an AoS AI system into a game?

Started by March 01, 2011 05:04 AM
2 comments, last by IADaveMark 13 years, 8 months ago
I am a game designer, and I'm wondering if it's hard to implement an Aeon of Strife AI system into a game.
This will be making certain creatures repeatedly attack each other and travel down a certain path after spawning at a certain point, and also switch targets and attack enemied players if said player is attacking an allied player (each player will only have one character to control).
Are there other dependencies I'm not considering that might make this an extremely difficult task to implement into a game? I don't know a whole lot about AI programming...
The game itself was supposed to be a MOFPS AoS, if that changes anything.
Basically, what I'm asking is how difficult and time-consuming would it be for an experienced AI director to make an AI system for the NPCs in an AoS game?

Thanks for your time!

[twitter]Casey_Hardman[/twitter]

Wouldn't be too difficult really, just have to start your AI off as a priority based system. From there you could assign different actions (such as attack enemy player, attack enemy npc, travel to and so on) to different priority levels. Then in your AI logic simply test conditions in priority order and trigger the associated action.

Dan Mayor

Professional Programmer & Hobbyist Game Developer

Seeking team for indie development opportunities, see my classifieds post

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So in my GDD I could just say what I wanted with wording similar to what I used in this thread and when I make a Help Wanted I could ask for an AI programmer? Would I need to include any other information when explaining how I want the AI to work?

[twitter]Casey_Hardman[/twitter]


Wouldn't be too difficult really, just have to start your AI off as a priority based system. From there you could assign different actions (such as attack enemy player, attack enemy npc, travel to and so on) to different priority levels. Then in your AI logic simply test conditions in priority order and trigger the associated action.

Otherwise known as a behavior tree.

You can also implement a more fluid, dynamic system where the priorities change based on conditions. For example, your normal priority might be
  1. If A in sight, attack A.
  2. If B in sight, attack B.

In this situation, if A is out there, we are going to ignore B until A is gone. The priority is enforced by the ordering of the rules.

However, there may be times when B is more important, even when A is around. The way to solve this is to have a score for the priority rather than having it hard-coded. As those priorities change, you can simply select the one with the highest score.

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!"

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