🚀 go-pugleaf

RetroBBS NetNews Server

Inspired by RockSolid Light RIP Retro Guy

Thread View: rec.games.design
3 messages
3 total messages Started by christopher hall Wed, 30 Dec 1992 18:39
Artificial Intelligence for Games
#529
Author: christopher hall
Date: Wed, 30 Dec 1992 18:39
26 lines
1891 bytes
Hello all,

     I was wondering if anyone could point me in the direction of any
material related to the use of artificial intelligence in computer games.
Specifically I am searching for material that would be useful in
controlling computer players in a role-playing game.  I am assuming that I
will have to program the different possible actions for the computer but I
would like to know a good and efficient way to go about making the
computer decide which option would be the 'best'.

     Please e-mail any responses to me.  If there is enough interest I will
post a summary in about two weeks.  Also, if you know any other groups that
I could post this to please write and tell me.

                                                Thanks in advance,

                                                Chris Hall


/--------------------------------------------------------------------------\
|    The world cannot end today because it is tomorrow in Australia...     |
|                                                                          |
|       |________          Chris Hall                                      |
| ||OOO||________>         hallch@handel.colostate.edu                     |
|       |                                                                  |
\__________________________________________________________________________/
Re: Artificial Intelligence for Games+
#533
Author: nsmca
Date: Sat, 02 Jan 1993 04:27
37 lines
2483 bytes
In article <Dec30.183952.57153@yuma.ACNS.ColoState.EDU>, hallch@CS.ColoState.EDU (christopher hall) writes:
> Hello all,
> 
>      I was wondering if anyone could point me in the direction of any
> material related to the use of artificial intelligence in computer games.
> Specifically I am searching for material that would be useful in
> controlling computer players in a role-playing game.  I am assuming that I
> will have to program the different possible actions for the computer but I
> would like to know a good and efficient way to go about making the
> computer decide which option would be the 'best'.
> 
>      Please e-mail any responses to me.  If there is enough interest I will
> post a summary in about two weeks.  Also, if you know any other groups that
> I could post this to please write and tell me.
> 
>                                                 Thanks in advance,
> 
>                                                 Chris Hall
> 
> 
> /--------------------------------------------------------------------------\
> |    The world cannot end today because it is tomorrow in Australia...     |
> |                                                                          |
> |       |________          Chris Hall                                      |
> | ||OOO||________>         hallch@handel.colostate.edu                     |
> |       |                                                                  |
> \__________________________________________________________________________/

Maybe trake a look at a local role playing group of characters/people.. Figure
out basic character types, and use these people as your template for computer
AI computer played characters.. Maybe post on cyber.punk or like discussion
groups/feeds.. Might design som ebasic personnality types and try to install
them into your AI matrix...

==
==
Michael Adams alias Ghost Wheel/Morgoth NSMCA@acad3.alaska.edu
Re: Artificial Intelligence for Games
#897
Author: olsen_jo
Date: Mon, 04 Jan 1993 21:50
31 lines
2191 bytes
In article <Dec30.183952.57153@yuma.ACNS.ColoState.EDU>, hallch@CS.ColoState.EDU (christopher hall) writes:
> Hello all,
> 
>      I was wondering if anyone could point me in the direction of any
> material related to the use of artificial intelligence in computer games.
> Specifically I am searching for material that would be useful in
> controlling computer players in a role-playing game.  I am assuming that I
> will have to program the different possible actions for the computer but I
> would like to know a good and efficient way to go about making the
> computer decide which option would be the 'best'.

You can get some rather nice behaviors out of a rule based system.  First,
you define all the actions your beasties need to perform.  Second, define
a list of things they can know, such as "is there a person in front of me"
and "I am really, really hungry".  The knowlege base should be true/false
items so they are easier to compute.

Then create a list of actions.  The beastie will perform the first one where
his current state matches the required state.  The trick to make this 
useful, is that your state consists of a mask showing which of the t/f items
are important, and another variable showing the required state for a specific
action.  That way, you can do things like the following with the rules:

if(hungry AND near food AND NOT near enemy) then eat the nearest food.

This technique also works well in things like AI players for military
simulations, or anything where you have multiple non-communicating opponents.
If you're really sneaky, you can also add communicating opponents. :^)

John Olsen
olsen_jo@uvadm.uvcc.edu
Thread Navigation

This is a paginated view of messages in the thread with full content displayed inline.

Messages are displayed in chronological order, with the original post highlighted in green.

Use pagination controls to navigate through all messages in large threads.

Back to All Threads