Emotions and AI
you could add a basic emotional system for the player to you AI engine. it wouldn''t be too hard to add some basic behaviors similar to the above.
-me
Dave Mark
President and Lead Designer
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
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"Reducing the world to mathematical equations!"
Dave has the right idea, and it can get even better. I think (cause I''ve never done it myself) emergent behaviour would be a given side-effect of this, especially if you make the AI agents react to other AI agent''s emotions. So lets say that 5 AI guys carrying handguns round the corner and come face-to-face with you carrying a machine gun. 3 of the 5 turn and seek cover but two stay and start shooting at you. If agents in proxomity to other agents can be affected by their emotions, and the 3 guys running get emotional boosts from their buddie standing fast, some of them may turn back to fight (if that knocks them below their given stress level).
There''s planty of ways to play with AI emotions and how they affect the gameplay, you just have to decide how complex you''re willing to make the interactions.
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Drew Sikora
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Drew Sikora
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GameDev.net
I like the idea of the emergent behavior. My initial thought was that the 2 remaining dudes may tend to flee because they are now more outnumbered. Of course, it would be interesting if the 3 were coming back to fight while the other 2 were turning to leave. I feel some confusion could result until they worked it out!
Dave Mark
President and Lead Designer
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!"
In FPS and similar genre games you would be better served by a simpler approach; perhaps something along the lines of what IF and Gaiiden suggest. You might want to consider the Belief, Desire, Intention approach (BDI) to planning, since Desires and Intentions are definitely driven by emotions.
Cheers,
Timkin