[gameprogrammer] Re: RES: Re: AI for race games

  • From: "Jason Zaphyr" <storm3@xxxxxxxxxxx>
  • To: <gameprogrammer@xxxxxxxxxxxxx>
  • Date: Sat, 9 Dec 2006 18:36:50 -0600

Use this url:

http://www.conitec.net/english/gstudio/aum.htm

then you will have to click through the back issues, til you find the one
with the racing example.

The code is in C-Script which should be easy enough for you to convert to
whatever engine your using, and it is really the idea your after, I gather
from the conversations, I hope this helps.

Ken


Pain Killa Radio!  - Get Your Comedy Crunk On! (c)2005
Visit: http://www.pkradio.net/ for Heavy Duty Comedy!
LIVE:Weekends 4am-9am CST, UNCENSORED, RAW
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-----Original Message-----
From: gameprogrammer-bounce@xxxxxxxxxxxxx
[mailto:gameprogrammer-bounce@xxxxxxxxxxxxx] On Behalf Of Edilson
Vasconcelos de Melo Junior
Sent: Saturday, December 09, 2006 7:27 PM
To: gameprogrammer@xxxxxxxxxxxxx
Subject: [gameprogrammer] RES: Re: AI for race games

Do you have its URL?

Thanks,
Dirso

Atenciosamente,
 
Edilson Vasconcelos de Melo Junior
Diretor de Projetos - JR Softwares
dirso@xxxxxxxxxxxxxxxxxx
dirsow@xxxxxxxxx
(19) 3243-4403 / 3213-7357 / 9213-5245
-----Mensagem original-----
De: gameprogrammer-bounce@xxxxxxxxxxxxx
[mailto:gameprogrammer-bounce@xxxxxxxxxxxxx] Em nome de Jason Zaphyr
Enviada em: sábado, 9 de dezembro de 2006 19:01
Para: gameprogrammer@xxxxxxxxxxxxx
Assunto: [gameprogrammer] Re: AI for race games

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


Pain Killa Radio!  - Get Your Comedy Crunk On! (c)2005
Visit: http://www.pkradio.net/ for Heavy Duty Comedy!
LIVE:Weekends 4am-9am CST, UNCENSORED, RAW
WorldWide Via Shoutcast Streaming Audio!
Ken Cornett - Owner / DJ / Producer
yahoo w/voice: storm36969
Pain Killa Radio! - Copyright (c) 2005 - All Rights Reserved.

-----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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