![]() ![]() You'll need at least two instances of your world: the "real" one, and the simulated. Helpfully enough, fighter-type games usually are pretty lightweight in terms of game state, which makes probing multiple simulations rather affordable. In Unreal Engine terms (which has one of the bestest Behavior Tree editors around), this is called Environmental Query, you may want to look further into it.) Simulation.įor more complex games (especially when talking about environment and complex characters' abilities), a proper simulation would be required. (By the way, the method of probing a set of (predefined or random) points is a rather popular approach in designing game AI for complex environmental interactions. Alternatively, you could also try blocking, dodging, and employing whatever else the game offers. If so, try to get into safety, either by retreating to the previously known safe place, or by locating a new one with a series of "punch-probes" (pick few random points nearby and see if they are safe). ![]() Because the enemy also moves, you'll need to update the goal regularly.Īs for defense, check if the enemy can knock the character out the same way. If answer is positive, then see if you could navigate there. Sprinkle with some extra rules regarding the character's state and abilities and then tweak the numbers until your play-testers report satisfaction.įor example, choose few random positions around the enemy, and see if tracing a line in opposite direction would cross a hazard or will end up above a chasm. If the game employs somewhat simple mechanics, then a manually coded approximation will do. In fact, you may consider constraining the game mechanics to make it more predictable. Predicting future is really hard, and I see this to be the main challenge here - and thus the focus of my answer. This is rather simple, once you can predict when someone can knock a character out from given position. Finding a position for a good punch, while avoiding being punched on the way.After all, sending an enemy flying to death involves some flying, which is not instant (unlike the punch itself). Predicting the long-term consequences of a "punch".This task may be subdivided into the following components: On top of the typical fighting-brawling AI (as given in other answers and comments), your AI needs to predict and achieve such a world state, in which the opponent crosses a border of a no-return zone (or other kind of environment hazard). ![]()
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