AI in Gamesalad

AuricAuric Member Posts: 35
edited November -1 in Working with GS (Mac)
Has anyone had success creating decent NPC AIs? I've been toying with several game designs, but without the ability to have a good enemy AI, they just will not work.

Thoughts?

Comments

  • EastboundEastbound Member, BASIC Posts: 1,074
    I can't say I know what npc is, but I believe it is certainly possible on a small scale.

    What I mean is, the AI basically HAS to be able to access other actor's attributes. If it can't figure out where the nearest wall is, or can't find a path to navigate around the walls, it obviously isn't a very good AI.

    However, if you modify 'code' within the prototypes in a scene, actors can access other actors' attributes.

    So while I don't think it is worth the effort, and believe you would encounter unknown errors causing the AI not to work as you'd like in GameSalad; it is possible.
  • AuricAuric Member Posts: 35
    I don't recall actors being able to access other scene actors directly. What release was that added?

    NPC = Non Player Character
  • chosenonestudioschosenonestudios Member Posts: 1,714
    Auric said:
    I don't recall actors being able to access other scene actors directly. What release was that added?

    Not sure when it was added, but its been there since I joined a couple months ago
  • IntelligentDesignerIntelligentDesigner Member Posts: 517
    Maybe you can make npc's that work on routined patterns, even though they cannot "see" the protagonist's mindset, they have their committed tasks to complete. Primitive AI, but not so bad to do in GS.
  • JamesZeppelinJamesZeppelin Member Posts: 1,927
    This is not specific but when planning AI you really just have to boil it down to basics.

    WHat does the actor need to do?

    Plan individual scenarios with responses for each one.

    15 scenarios with 15 responses can make some pretty great AI in a small game.

    Even the most complex game AI basically works like that.

    Get out the ole white board and start making a list of what the enemy actor needs to counter and how.

    Example
    in hockey you would want something like
    if the puck goes to the left, actor goes to the left. GOes to the right, go the right.
    Stays behind the middle longer than one second guard goal in the middle.
    Stops in the middle, move towards and make contact etc, etc

    Luckily GS is really set up for this sort of scripting
  • PhoticsPhotics Member Posts: 4,172
    I was working on AI for one of my games today. It was a little scary. Based on some rules, timers and some random attributes, I was able to create a somewhat human-like opponent. I've seen this stuff many MANY times before in video games, but this is the first time that I actually created a "thinking" opponant. There's a different appreciation for AI when you actually give the computer the rules to follow.

    I'm saving the detailed explanation of my AI method for my GameSalad: Textbook.

    ...but here's some interesting commentary....

    I never really worried about a robot army taking over the world... but today I could feel a little terror. For example, regular humans will never be able to beat a computer at Pong, not unless the computer is programmed to give us a chance.

    But humans can think right?! We have the ability to make choices... but where does that choice come from? People have rules and they also do things randomly... like sometimes I feel like eating chocolate ice cream, sometimes I like vanilla. And then there are involuntary actions... if a room is dusty, I might sneeze. It seems that rules and randomness determines my choices... how I act... so what's different between me and the "program" that I made today?

    I think therefore I am... but what is thinking?

    Self-aware is something that I would hear on Star Trek. This is somehow significant. I am self-aware, but my program is not. It's only doing what I programmed it to do, nothing more than an advanced machine. Even so, that the line between people and computers just got a little blurry for me today.
  • chosenonestudioschosenonestudios Member Posts: 1,714
    Photics said:
    I was working on AI for one of my games today. It was a little scary. Based on some rules, timers and some random attributes, I was able to create a somewhat human-like opponent. I've seen this stuff many MANY times before in video games, but this is the first time that I actually created a "thinking" opponant. There's a different appreciation for AI when you actually give the computer the rules to follow.

    I'm saving the detailed explanation of my AI method for my GameSalad: Textbook.

    ...but here's some interesting commentary....

    I never really worried about a robot army taking over the world... but today I could feel a little terror. For example, regular humans will never be able to beat a computer at Pong, not unless the computer is programmed to give us a chance.

    But humans can think right?! We have the ability to make choices... but where does that choice come from? People have rules and they also do things randomly... like sometimes I feel like eating chocolate ice cream, sometimes I like vanilla. And then there are involuntary actions... if a room is dusty, I might sneeze. It seems that rules and randomness determines my choices... how I act... so what's different between me and the "program" that I made today?

    I think therefore I am... but what is thinking?

    Self-aware is something that I would hear on Star Trek. This is somehow significant. I am self-aware, but my program is not. It's only doing what I programmed it to do, nothing more than an advanced machine. Even so, that the line between people and computers just got a little blurry for me today.

    I just figured out how your going to have over 400 pages done in your book in a month :D
  • AfterBurnettAfterBurnett Member Posts: 3,474
    QUICK, KILL HIM!!! HE'S A T1000!!!!!
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