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Bot AI
Article on the 2K Bot Prize for 2009:
http://aigamedev.com/open/articles/sqlite-bot/
The article was fairly enlightening, also seemed appropriate to post since it looks like Michael's going to be working on some AI behaviors soon.
Additionally, it would be neat to eventually see "death maps" in Vendetta, like Steam has for TF2:
http://www.steampowered.com/status/tf2/tf2_stats.php#Death%20Maps
Not really a suggestion, so I posted it in General.
http://aigamedev.com/open/articles/sqlite-bot/
The article was fairly enlightening, also seemed appropriate to post since it looks like Michael's going to be working on some AI behaviors soon.
Additionally, it would be neat to eventually see "death maps" in Vendetta, like Steam has for TF2:
http://www.steampowered.com/status/tf2/tf2_stats.php#Death%20Maps
Not really a suggestion, so I posted it in General.
Er, how exactly would a death map work in VO's terrainless 3 dimensional space?
A 3d interactive map would not be such a big deal, the problem is that you would need a 3d map for each of the thousand sectors that exist somewhere. Maybe a top 100?
It's easy, just have a 2d map for two axes. Anyone with spacial sense could piece them together (that's how most 3d map editors work, anyways). Although, I don't see a lot of use for death maps in VO as there aren't a lot of choke points... although it would be funny to have death maps for the race tracks lol.
I don't see a lot of use for death maps in VO as there aren't a lot of choke points
I may have been too subtle, but that's the point I was making with "terrainless".
I may have been too subtle, but that's the point I was making with "terrainless".
It would probably just be the grid for each system; I'm guessing that's what he's suggesting.
A "grid" stored as an octree - compact and easy. And while Vendetta doesn't have terrain, there are routes between jump points and WHs or stations that are used more frequently than the remaining space.
Okay, so every single sector is going to come out looking the same: most deaths happen right around the wormhole, nearest jump point, and/or station, with a trail of deaths between each point of interest. How is that useful?
Sure, just a 2D grid of sectors only, but that's not my main point. My main point was that the database method of "intelligence" simulations with AI seems to be successful.