Conclusion
So in my second assignment, I was first tasked to come up with a game idea, one that include one or more algorithmic elements of gaming AI, I then had to create a blog which covered the algorithmic elements to be used in my game. I was then tasked to research the remaining elements that I don't plan on using in my game but to discuss where and how they are used in today's games. The AI element in section 1 which covers the methods used in my game idea are: Algorithm & Hacks, Tactics & Strategy's, A*, State Machine and finally Patrol. The elements discussed not used in my game where that of: Boids Flocking, Fuzzy Logic & Decision Tree's, Q-Learning & Artificial Neural Networks and Heuristics. My intent was to not only find out in more depth what many elements I will be using in my game idea but understand how they work with the great games I play everyday.
I'd like to just refer back to my game idea post (1.1 My Game Idea)
My idea is to have a very basic layout of lets say two rooms, my player character will start in room A and I will have a zombie AI character in room B. The goal is so that the zombie character will first walk around room B on a patrol walking between two points in the room and as the player character then enters the room B, the zombie will then trigger, chase down and kill the player character.
From the above plan of my game idea, I would like to walk through very quickly where I have succeeded in my task of applying these AI elements to my zombies.
Algorithm & Hacks - So the basic rules that have been tasked to the zombies is that of algorithm, from patrolling between two points to the attack on the player character. the hack comes in when the player can predictability of the AI, also the very similar code applied to both zombies (lazy code).
Tactics & Strategy's - When the AI's move in to attach the player, they will work together to surround and kill the player character.
A* - This element will come into play when the zombies leave their position to chase down the player, in the way will be a rock so the AI will need to determine the best route for moving around the rock and getting to the player character.
State Machine - Used when the character player enters the room and the zombie AI will go from a wander state (patrolling between two points) to a attack state and chasing down the player.
Patrol - Will be used right in the beginning when the zombies are patrolling between point 1 and point 2 in room B.
I can honestly say that from this blog, I have learnt that even in the simplest of games, there are many AI elements that take place. I've been again able to research these aspects of AI and the roles they partake in the games that are enjoyed by millions. To finish I would like to say that all elements begin with an algorithm, the basic rule setting technique is applied in all AI's in games and without that function, we wont have developed the amazing AI elements we have today to make games so realistic.
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