Need Help: Making a Realistic AI

CLV25CLV25 Member Posts: 36
edited November -1 in Working with GS (Mac)
HI,
I am making a racing game and want to involve computer controlled players. Is there a way of making AI players follow a certain path and make it look realistic. I would like it so that if someone collides with the AI player and pushes him off the track that the AI would just continue driving once back on track.
Thank you.

Comments

  • SkyMapleSkyMaple Member Posts: 817
    No :( Computer intelligence is near impossible, Sorry.
  • BrynjeBamsenBrynjeBamsen Member Posts: 188
    Regarding a racing game.

    It will take ALOT of work

    Using alot of constrains to make it look real.
    i gotta be honest with you, since helping you with your laptimer.

    This is way too difficult to even explain via forum.

    Hope you can find another way.
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    This could be possible, but not with gamesalad, creating a realistic ai is one of the hardest things you can do
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    Why not? I reckon you could do it with GS.

    I have a simple, single screen, top down shooter demo which has a good AI. i.e. the enemy rocket follows you, shoots when near and moves to avoid your shots.
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    I submitted a ufo racing game to that GS macworld competition (the one that stunt squirrels won) and it had ai.

    Basically I had a system similar to ORBZ's waypoint demo but the waypoints were rectangular invisible actors that spanned the track and would tell the ai ufos where to go next but would also detect if you were winning or losing. If you were losing the ai ufos would slow down a bit and if you were winning they would speed up a bit. Because they also collide with you and you could shoot things at them there was enough randomness that it worked pretty well. It took awhile to think it all out, but it is very doable.
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    Theres a difference between a realistic ai and a scripted ai. A true ai would react on the players actions, not against some pre scripted events or triggers. That king of ai is usually perfect for small games like these, but it's not a real ai
  • RedlerTechRedlerTech Member Posts: 1,583
    This is definitely a difficult thing to do. For project Battle Strikers, I need an AI spinner to try and follow and collide with the player, but (most of the time) move around obstacles.

    Matt :D
  • JamieOneilJamieOneil Member Posts: 877
    It would look so good, what you could try waypoints ? then to make it react with the player...change the speed depending on distance from the player ?
    To make a realistic one, it would be very hard.

    JamieOneil
  • ckck Member Posts: 224
    jonmulcahy said:...it's not a real ai

    I think Rodney Brooks would disagree. GS is perfect for an implementation of Cambrian AI.

    http://amzn.to/mN03Co
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