CA> CC> #6 add fuzzy logic engine for AI decision making by
CA> CC> characters in your game
CA>
CA> Why fuzzy logic? I mean, that's a reasonably complex system to apply to
CA> game, or at least, that sort of game, isn't it? Just curious. Even
someth
CA> like reinforcement learning would be overly intense. What about a simple
CA> heuristic based decision-making algorithm? Or perhaps using something
like
CA> Means End Analysis. Now I'm being pedantic... that's the last of the
guy'
CA> worries!
It all depends on how smart you want characters to be. Most aim for
"intellegent" players. Imagine Mortal Kombat with a pattern learning
algorithm. The computer could learn how you play and change patterns
to accomidate for this.
CA> CC> Start small then in a few years move up to something like doom
CA>
CA> Good advice, I'd say. I think he'd find Pacman challenging enough. I
wrot
CA> one in BASIC, and there were many issues even in that which were
CA> time-consuming.
CA>
I agree. Smart ghosts give you an idea of what a characters
responsibilities are. To do this all you have to is create a graph
to find the quickest path to the player.
.----,----.
| | |
.----,----.
| | |
.----,----.
Label each intersection and where it leads
a b c
d e f
g h i
From "a" you can go to "b" or "d"
From "b" = "a,e,c"
From "c" = "b,g"
From "d" = "a,e,g"
From "e" = "b,d,f,h"
From "f" = "c,e,i"
From "g" = "d,h"
from "h" = "e,g,i"
from "i" = "f,h"
This same idea can be used for a character to manuever about rooms
freely.
From room "a" you can go to door "1,2,3"
From door "1" you can go to room "a" or room "b"
(no picture for the above senario)
CA> The main reason I butted in here, Cameron, was because I wondered if you
ha
CA> done any of the 3D - 2D stuff you were speaking about... I haven't and
I'v
CA> hunted out a few books, but they all contain too much maths, and I can't
se
CA> to
CA> grasp it. Do you have anything (preferably in cpp) functions, whatever,
to
CA> take
CA> an XYZ point and convert it to a XY point, say? I would be interested in
y
CA> comments.
I've done this only in linear algebra. I learned (barely) what is
nvolved
in rotating an object (collection of vectors) in space. I learned that
there are other coordinate systems that can better suit certain spaces.
EG: you have a center, a distance from center, and an angle from origin
.
| /
|/
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|
|
Angles are fractions of pie distance is basic eclids. so lets say the
point is 5 units from center and x/y pie where zero pie is right from
zero
Just add another Z axis for 3d.
--- GEcho 1.00
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