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#1 (permalink) |
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Member
Join Date: Apr 2008
Location: Phoenix, AZ
Age: 21
Posts: 424
Rep Power: 1
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I'm not sure if this is a new article or not, but it certainly caught my eye. It seems like these navigation meshes are clearly the way to go in any new game.
http://www.ai-blog.net/archives/000152.html
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Achiever 33.33%, Explorer 73.33%, Killer 26.67%, Socializer 66.67% |
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#2 (permalink) |
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Member
Join Date: Apr 2008
Location: Sophia-Antipolis Guild: Aegis Imperium
Age: 27
Posts: 802
Rep Power: 2
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I don't know. Maybe the Unreal Engine 3 has something like this already, or a hybrid, or maybe even better?
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"All things being equal, the simplest solution tends to be the best one." - William of Ockham Last edited by admiralnlson : 4th August 2008 at 12:32. |
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#3 (permalink) |
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Developer
Join Date: Apr 2008
Location: Malmö Sweden
Age: 24
Posts: 528
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UE3 have a way point based navigation system yes, and yes that can lead to problems.
But to compensate it also uses a volume based navigation system, similar to the mesh-navigation you can see in that article, but it's only used for flying/swimming creatures since it's basically a big box and not a more complex navigation mesh. For more info you can check out the unrealwiki. UE3's navigation net is one of the best in the business, in UT2K4 they had a crazy amount of variables that could change how the bots reacted and what paths they used. For example every time a bot died, it remember the spot it died at and if it died in a specific section of the map all the time it started taking other routes even if they were longer. The waypoint system has some problems but if you combine a sweet web-based system with some smart ai/good leveldesign it can really turn out very lifelike .
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Important Programmer dude. Dear MacGuyver, Enclosed is a rubber band, a paper clip, and a drinking straw. Please save my dog. |
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#4 (permalink) |
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Junior Member
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A bot that remembers where it had died too often
that really does sound funny! Next thing you know: It hacks into some us-army system, takes over a couple of nukes and BOM! ![]()
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my english sucks, i know... i'm sorry...! :/ -- my thoughts about Roleplay in MO ---- Sebastian spends a lot of time at the office busy like a bee he likes to run around naked it makes him feel free why the women all love him is real easy to see we love him when he's sitting, standing or spending time in the loo but the best part about Sebastian is that he loves you too. Last edited by Lialith : 4th August 2008 at 16:33. |
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#5 (permalink) | |
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Developer
Join Date: Apr 2008
Location: Malmö Sweden
Age: 24
Posts: 528
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Quote:
All of this was turned off when you played at higher difficulty-settings thou, so I guess a perfect player should have no feelings whatsoever.
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Important Programmer dude. Dear MacGuyver, Enclosed is a rubber band, a paper clip, and a drinking straw. Please save my dog. |
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#6 (permalink) |
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Junior Member
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Now im really scared... ... :/
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my english sucks, i know... i'm sorry...! :/ -- my thoughts about Roleplay in MO ---- Sebastian spends a lot of time at the office busy like a bee he likes to run around naked it makes him feel free why the women all love him is real easy to see we love him when he's sitting, standing or spending time in the loo but the best part about Sebastian is that he loves you too. |
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#7 (permalink) |
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Newbie
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...Skynet...Scarey reference :P.
As for the AI, I agree the the Unreal 3 Engine is amazing. I did some reading on what you posted because I always wondered why Mr. Crow would seem to come after me. lol. Now I know. Thank you for that
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We do not die because we have to die; we die because one day, and not so long ago, our consciousness was forced to deam it necessary. |
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#8 (permalink) |
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Newbie
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...Additional thought...or question really.
How would this affect farming. I mean...could it be, that if the AI knew some player killed it often, it would re-act in a way that might end farming? I'll admit I'm not an AI specialist or anything but is this possible? I mean it could really put a damper on farming...that would be amazing! Perhaps these are the ramblings of a now SkyNet Paraniod mind *thanks Lialith...
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We do not die because we have to die; we die because one day, and not so long ago, our consciousness was forced to deam it necessary. |
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#10 (permalink) | |
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Senior Member
Join Date: Jul 2008
Location: SC, United States Guild: Aegis Imperium Playstyle: PK/PvP
Age: 22
Posts: 2,256
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Quote:
also, i really like the idea that if mobs are getting killed in one place they avoid it. darkfall is implementing something like this. eventually certain species of mobs will move to a new location if they're constantly being hunted where they're currently living.
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/thread I'm putting every one of you that thinks I'm a girl on my KoS list come release... ________________________________________________ Killer 100.00%, Achiever 46.67%, Explorer 46.67%, Socializer 6.67% |
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#12 (permalink) | |
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Member
Join Date: Apr 2008
Posts: 137
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Quote:
Subtleties in AI behavior are so frequently overlooked because of overheads and the fear of making their behaviors too inefficient... I've always been of a mind that these erratic and unique behaviors are situational but overall more challenging than a mathematically purely efficient AI that can be predictable, though more rigidly logical. That's one of the biggest reasons AIs aren't fun to play against at the top level, they never throw you any curve balls. Ah well, not like an MMO with such a focus on PvP and player-driven environments really needs an AI that strong. Players aren't really expecting anything more than idiot mobs that always move directly towards their "aggro" target and fight to the death with no variation whatsoever, so as long as you beat that stereotype you're at an advantage.
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#13 (permalink) | |
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Member
Join Date: Apr 2008
Location: Downunder
Posts: 644
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Quote:
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