AI tasks based on point system This is simply something that came to mind while I was doing some research. I don't have a lot of experience with AI but I'm trying to learn some stuff about it, so maybe this has been done or is maybe even the standard for Ai, but what I would like to know is how difficult it would be and how well it would work to have a point system that determines the importance level of a series of tasks you give to an AI NPC in a game. So this AI Agent would behave accordingly based on the points given or taken away to certain categories based on the players choices in game. So for instance, if you kill his wife, he will chase you down and actively hunt you. If you steal his food though, he may just challenge you to a fist fight or yell at you when he sees you. You kill his employer, he loses his job and attempts to find another. If he is unable to acquire a job (which would be based on other things going on with other AI's obviously) then he would turn to a life of crime to survive. Survival and the well being of his family would be his top priorities, and as those points become low (in the "danger" zone you could call it), it increases the points in his likeliness to perform acts of desperation. I think this would be a very complex system and maybe not very feasible for many games. But could it be done? Could it work? https://ift.tt/eA8V8J
This is simply something that came to mind while I was doing some research. I don't have a lot of experience with AI but I'm trying to learn some stuff about it, so maybe this has been done or is maybe even the standard for Ai, but what I would like to know is how difficult it would be and how well it would work to have a point system that determines the importance level of a series of tasks you give to an AI NPC in a game. So this AI Agent would behave accordingly based on the points given or taken away to certain categories based on the players choices in game. So for instance, if you kill his wife, he will chase you down and actively hunt you. If you steal his food though, he may just challenge you to a fist fight or yell at you when he sees you. You kill his employer, he loses his job and attempts to find another. If he is unable to acquire a job (which would be based on other things going on with other AI's obviously) then he would turn to a life of crime to survive. Survival and the well being of his family would be his top priorities, and as those points become low (in the "danger" zone you could call it), it increases the points in his likeliness to perform acts of desperation. I think this would be a very complex system and maybe not very feasible for many games. But could it be done? Could it work?
from GameDev.net http://bit.ly/2IYv81I
from GameDev.net http://bit.ly/2IYv81I
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