Most challenging AI games
Posted 22 November 2011 - 07:17 PM
As a school project I have to make a game as end-project. Now, I would like to focus myself on AI.
Is there anyone with experience in AI who could tell me a couple of games with AI that are really challenging to program, and why?
Posted 22 November 2011 - 09:11 PM
Posted 22 November 2011 - 10:52 PM
But I don't want to restrict myself to one thing. Any other ideas ^.^
Just need some collection of ideas right now, because I'm not all that experienced in AI, and don't know what possibilities exist.
Posted 23 November 2011 - 02:06 PM
Posted 23 November 2011 - 03:16 PM
Keep in mind those games were developed by teams of people over a period of years. For an individual project, I would look at indy games for ideas. The Sims has over 1 million lines of ai code in it. Also, doing a copy will always be doing a copy. It's better to use games as a springboard for your own ideas. People will be more impressed if it doesn't look like a bad copy of some popular game and has original ideas in it. I would look at indy games and ask myself how better AI could improve it, or take the other route and think about how some ai routine could best be used in a game to challenge or engage a player.
Also, if it was me doing a school project, I would pick a core idea that could be expanded with extra time. That way I would always have something to turn in. I've seen people turn in vaporware at school, and it's not at all impressive.
Posted 23 November 2011 - 04:10 PM
I *can* tell you something fun to implement. Try Othello/Reversi with the MinMax algorithm. I'ts pretty simple once you understand it, and can give pretty good results.
Posted 23 November 2011 - 08:18 PM
The first relies on a search, you come up with a way of evaluating the current situation to produce a score and then run through all possible moves looking for the best.
The best example of this is a alpha beta minimax search.
The second is a layered approach.
You have a top layer that makes strategic decisions, a middle layer that handles planning a way to achieve the strategic aims, and a lower layer that actually handles the actions.
So the top layer says .. "I want to go to the top of that hill"
The middle layer says .. "This is the route I want to take"
The lower layer moves the character along the route and reacts to local events.
Each layer has a set of inputs.
The strategic layer knows about the overall game state, uses things like influence maps to decide what to do.
The middle layer uses things like A* to plan movement, and terrain scanners to work out in detail where to go
The bottom layer takes game events like "you have been shot at" and can override the other layers, passing messages up the stack when events happen.
What might be a good thing for you to start with is writing your own influence map code, your own terrain scanners, A* etc. and then playing with them.
You will be suprised what can happen and where the code can lead.
After all Lemmings started out as a test for graphic artists to see how small they could get a sprite and still animate it.
Posted 30 November 2011 - 10:01 AM
Posted 30 November 2011 - 04:38 PM
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