Advertisement

AI for simulation games

Started by March 01, 2002 06:51 AM
7 comments, last by z9u2K 22 years, 8 months ago
I''m currently writing a flighting simulation game, and I was wondering if anyone can point me out to an article that will explain what methods are used to build an AI for this sort of games... 10x!
Is that ''fighting simulation'' or ''flight simulation''? Big difference!

Timkin
Advertisement
How about the "fight or flight" reaction?

Dave Mark
Intrinsic Algorithm Development

"Reducing the world to mathematical equations!"

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 ment fli-GH-t Simulat-OR.

Sorry for the confusion...

Edited by - z9u2K on March 6, 2002 4:21:15 AM
Again, however, you need to be a bit more detailed. Are you looking for the AI that models accurate flight? Are you looking for AI that models air combat tactics? Are you looking for AI for air traffic control?

Dave Mark
Intrinsic Algorithm Development

"Reducing the world to mathematical equations!"

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 what you seek is a flight model for aircraft within the game (be they computer controlled or player controlled) then I suggest you obtain the following excellent book:

Barnes W. McCormick, "Aerodynamics, Aeronautics, and Flight Mechanics", 2nd Edition. Wiley Publishers, 1994.
ISBN: 0-471-57506-2

Here''s a link to the Wiley site: http://www.wiley.com/cda/product/0,,0471575062%7Cdesc%7C2759,00.html

Alternatively, if what you seek is an AI agent for controlling NPC aircraft, then I suggest you first write down what sort of behaviours you want the aircraft to display. If you post those here, then members of this forum will surely offer advice and opinions as to how to best create those behaviours (i.e., what AI tools will do the job).

Regards,

Timkin
Advertisement
quote: Original post by z9u2K
Sorry for the comfusion...



Heheheheheh...That let me laugh for a good 10 minutes...Thanks!


-roy

//#define IRONY -1
Sup guys?
The AI I need for my game will be for the NPC.

I''ve tought about some mods the NPC''s AI would have and will switch between them is order to get a good AI:

- Seek (In this game there will be no ground targets so the player is the only target the NPCs can search for).

- Attack (After the NPC had found the player, it needs to attack him, the NPC is armed with a gun and two missiles)

- Petrol (That can be implemented using a simple set of waypoints I guess).

- Escape (If the player is after you or the NPC has low ammo/fuel or it took a lot of damage, that too can be implemented using a set of waypoints).

My main problem is the Seek and Attack parts as you can see...
Things to consider...

You don''t necessarily have to have NPCs that seek the player. Having NPCs fly patrol routes might be sufficient. When the player comes close enough to be detected, perhaps by ground radar, the general target location could be transmitted to all aircraft in the area. Some or all of these may be commanded to intercept the players aircraft. Moving to the general location of the aircraft isn''t too difficult; a steering behaviour would suffice. As to keeping the players aircraft in the weapon sights of the NPC aircraft, that may require some ingenuity on your part. You could possibly get away with a finite state machine, but I doubt it. Since the space of possible evasive manouvers is quite large, you might need to implement an AI with the ability to learn specific reactions to general classes of manouvers and top this off with some deterministic algorithms for fire control???

Just some initial thoughts... I''m sure others will come up with some gems!

Cheers,

Timkin

This topic is closed to new replies.

Advertisement