Thread View: rec.games.programmer
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4 total messages
Started by Just some weird dude
Tue, 07 Apr 1992 13:57
Computer opponent
Author: Just some weird dude
Date: Tue, 07 Apr 1992 13:57
Date: Tue, 07 Apr 1992 13:57
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I'm a little new to game programming. I'm writing a space combat
game for one player. I've gotten books that explain search methods
but that's not what I really need help with. I don't need to
know how to get it to search for the correct decision, but how
to make it make that decision. I don't think I can put all
possible situations in memory and have it go from there. There's
too many possibilities. I guess I need algorithms for evaluating
the situation and for deciding what is the best move to make.
(i.e. does it fire or not fire, and should it maneuver behind me or
attack from the front. That sort of thing.)
______________________________________________________________________
COREY GRAY IO00198@MAINE.MAINE.EDU | A WET DOG SWIMS IN THE RAIN
| BUT A DRY MARTINI LAUGHS
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Re: Computer opponent
Author: Orion
Date: Wed, 08 Apr 1992 15:37
Date: Wed, 08 Apr 1992 15:37
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In article <92098.095748IO00198@MAINE.MAINE.EDU> Just some weird dude <IO00198@MAINE.MAINE.EDU> writes:
>I'm a little new to game programming. I'm writing a space combat
>game for one player. I've gotten books that explain search methods
>but that's not what I really need help with. I don't need to
>know how to get it to search for the correct decision, but how
>to make it make that decision. I don't think I can put all
>possible situations in memory and have it go from there. There's
>too many possibilities. I guess I need algorithms for evaluating
>the situation and for deciding what is the best move to make.
>(i.e. does it fire or not fire, and should it maneuver behind me or
>attack from the front. That sort of thing.)
Post some more details about the game. Is it in real-time or not? (if
not), do you divide the actions up into phases? how does the interaction
take place?
You will probably want to give a few simple (or not-so-simple) heuristics
that the computer can use to make decisions. These heuristics can be based
on your own strategic experiences, and then you can play the program
repeatedly to weed out the strategic errors that it is making. You can have
a set of special rules to cover special situations, and a limited tree-
search (perhaps) to uncover certain options as well.
----------------------------------------------------------
Orion Auld
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Win 3.0 multitask: Choke on gum and trip simultaniously!
Re: Computer opponent
Author: Carsten Rhod Gregersen
Date: Fri, 10 Apr 1992 00:11
Date: Fri, 10 Apr 1992 00:11
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I say welcome to the Artificial Intelligence club!
you can do things like let the alien follow you, or
shot in your direction, but too make realy intelligent
moves, I'll think would be very time consuming, and
thats not what would be appropriate in a shot'em up
space combat game.
But still aliens following you, and then time to time
doing some random moves, also looks like intelligent
that'll say most of the time.
--
rhod@iesd.auc.dk
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Ethvert program har mindst en fejl og kan gxres en instruktion mindre,
ved induktion medfxrer dette at ethvert program kan skrives som en
instruktion med fejl i.
Re: Computer opponent
Author: Just some weird dude
Date: Mon, 13 Apr 1992 14:10
Date: Mon, 13 Apr 1992 14:10
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In article <N02.23@csci1.csci.unt.edu>, N02@csci1.csci.unt.edu (Orion) says: > > >Post some more details about the game. Is it in real-time or not? (if >not), do you divide the actions up into phases? how does the interaction >take place? > >You will probably want to give a few simple (or not-so-simple) heuristics >that the computer can use to make decisions. These heuristics can be based >on your own strategic experiences, and then you can play the program >repeatedly to weed out the strategic errors that it is making. You can have >a set of special rules to cover special situations, and a limited tree- >search (perhaps) to uncover certain options as well. The game is in real time, which is my problem. I had thought of using an alpha beta search method and have the computer perform a static evaluation. I don't think this will work in real time. For instance, if the computer decides that the best move is to get behind me then fire, all I have to do is keep it in front of me. The computer will continually decide that the best move is to fire when it gets behind me and so never fires. If real time is too difficult to implement, then yes, I am planning to break it up into phases. Movement, the firing phase and the damage evaluation/ repair phase. The interface will be mouse driven. Weapons can be fired and powered by clicking on their icons. The shields can be powered in the same way. By rotating an icon of the ship, the heading can be changed. The view will be an over-head shot. Once the game is working, I plan to change the view to a 3d first person vantage point. It will be like looking out the front viewport. The over-head view could still be selected by the sensors icon. ______________________________________________________________________ COREY GRAY IO00198@MAINE.MAINE.EDU | "THE MEEK SHALL INHERIT THE EARTH - | "A WET DOG SWIMS IN THE RAIN AND THE BOLD SHALL INHERIT THE STARS" | BUT A DRY MARTINI LAUGHS" - ME, AND PROBABLY A MILLION OTHERS. | - DEFINITELY ME ----------------------------------------------------------------------
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