[gameprogrammer] Re: AI for race games

  • From: "Alan Wolfe" <alan.wolfe@xxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Sat, 9 Dec 2006 14:54:22 -0800

in half life 1 TFC i saw a guy programming bots before to go get the
flag and return it to the base.

It's somewhat similar a concept in that the bot has 1 way to go and is
supposed to follow a set track.

I'm not sure the details of how that worked but what he did was set
posts in the ground basically (that only the bot could "see" of
course) and the bot would continually try to get from his current post
to the next post (while fighting, dodging etc if needed) so there were
posts leading to the enemy flag and then posts leading back to the
friendly capture point and it did them in order so it could actually
cap the flag.



On 12/9/06, Jason Zaphyr <storm3@xxxxxxxxxxx> wrote:
I think if you need to know a good AI for racing, check out the AUM online
magazine for 3d game studio, they had a really good one, with multiple
paths, and made it so the ai racers picked a different path based on
randomness, as well as whether the driver had taken this path before etc..
and the paths crossed at several points so that even though it looked like
the drivers were taking the same paths, it could change at several different
locations.  This will be a great place for you to start.

Hope this helps,

Ken


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-----Original Message-----
From: gameprogrammer-bounce@xxxxxxxxxxxxx
[mailto:gameprogrammer-bounce@xxxxxxxxxxxxx] On Behalf Of Sami Näätänen
Sent: Saturday, December 09, 2006 3:50 PM
To: gameprogrammer@xxxxxxxxxxxxx
Subject: [gameprogrammer] Re: AI for race games

On Saturday 09 December 2006 03:13, Edilson Vasconcelos de Melo Junior
wrote:
> Hi,
>
>
>
> What is the best AI algorithm for race games?
>

Racing is whole a lot different thing in AI than anything else.

There is only "one way" the racer can go.
The optimal racing line is an other thing,
but it has nothing to do with AI (when there is no one immediately in
front of the driver). So because the racing line is constant on "empty"
track it can be saved with the track.

The only thing that you need AI is to how to act, when cought behind an
slower driver or faster driver trying to pass the AI-driver.

One has two or three options debending on the situation when there is
slower driver in front.
One is to try really hard and pass the other driver.
Other options is to go on ecenomy mode and drive saving fuel and tires.
The thirth one I mentioned is the possibility to pit now. The last
option needs to be "thought" carefully, because it will add the fuel
load and heavier cars are harder for tires and slower than light cars.

When some one is coming behind and it is in the same lap change the
driving line to be more covering ie change braking in lines a litle bit
more to the inside of the corner and reduce the speed more so that the
exit line can be made optimal. this way the one behind you has to more
or less do that too. Of course if the performance difference is too big
then the other driver will most likely out break the AI-driver after
the longest straight in the track.

PS. To get some help look torcs.org and see how they have the robot
drivers AI done. You can also try to build your own driver robot to
torcs to test your ideas in a well behaving environment. Then simply
change thease ideas to your own game.


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