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AI

Posted: Mon Nov 05, 2007 2:24 pm
by martin
I first started with the hierarchy of the AI. I also had a look at the previous conception. The former AI based on game theory. My idea was to create a hierarchy in such a way that the former AI was still usable.
I came up with the idea to split the AI into three ranks.
- commander
- fleet commander
- pilot
Basically the pilot will just fly the ship. He has the same interface as the human player.
The commander decides on tactics and the position of each fleet.
The fleet commander assumes the commands of the commander and hands the command to his fleet-pilots. He basically rules on the internal fleet problems.

There are some more ideas which I could link with this hierarchy concept.
E.g.
-Using the AI as ally, maybe even command the allies.
-Saving data how successful a tactic was. (Searching the weakness of each human player.)

Right now I'm working on flocking. It could be used as a tactic of the commander. As soon as I finished that, I'll continue working on the pilot... and the project page of course.
Well.... yeah... not very informative yet. :roll:
http://www.orxonox.net/wiki/ArtificialIntelligence

Posted: Mon Nov 05, 2007 3:07 pm
by beni
We already discussed that and I think it's a good approach. Yet, every pilot has to know how a certain ship can be commanded since the interface does not provide gotoPoint() methods but rather fire() and accelerate() functions.
But I'm sure you know what to do ;).

Posted: Mon Nov 05, 2007 3:41 pm
by x3n
Sounds cool :D