drahsid5
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| Joined: 13 May 2011 |
| Total Posts: 3937 |
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| 05 Nov 2014 06:20 PM |
I'm thinking A* (Is that what it was called?) is a pretty great AI system.
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lah30303
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| Joined: 15 Feb 2008 |
| Total Posts: 10027 |
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drahsid5
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| Joined: 13 May 2011 |
| Total Posts: 3937 |
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lah30303
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| Joined: 15 Feb 2008 |
| Total Posts: 10027 |
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| 05 Nov 2014 06:52 PM |
| Google "Steering Behaviors for Autonomous Agents." It's multiple different behaviors that make a character look like it's behaving realistically. |
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drahsid5
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| Joined: 13 May 2011 |
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| 06 Nov 2014 04:50 PM |
"Your favorite method for complex AI?"
"I'm thinking A* (Is that what it was called?) is a pretty great AI system."
Complex AI? A* is just a basic pathfinding algorithm. Complex AI is not just finding a path. |
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Alyte
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| Joined: 24 Oct 2011 |
| Total Posts: 10090 |
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| 07 Nov 2014 11:20 AM |
My favrit Complex ai system
1. Walk 2. Find plryr 3. moveTo()player; 3. Kill it! fire(mouse.hit) _____repeat!__________
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| 07 Nov 2014 02:12 PM |
op trying to be smart and fit in lmao
Hibachi Man makes his daring escape, The Barbecue Belly Slide! |
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digpoe
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| Joined: 02 Nov 2008 |
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| 08 Nov 2014 01:22 PM |
| ^ artificial intelligence plz |
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einsteinK
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| Joined: 22 May 2011 |
| Total Posts: 1015 |
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| 08 Nov 2014 01:47 PM |
AI probably needs neural networks...
Someone (called magnalite) and someone else (called Jobro) made that in roblox. They made smart zombies, that actually learn from their mistakes. |
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drahsid5
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| Joined: 13 May 2011 |
| Total Posts: 3937 |
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| 08 Nov 2014 05:15 PM |
A* can be more than just a path finding algorithm if you expand it enough. Now please, we all know that both of us are morons. |
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drahsid5
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| Joined: 13 May 2011 |
| Total Posts: 3937 |
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| 08 Nov 2014 05:17 PM |
Learning from mistakes would be great for FPS and RTS games. Coding that would be interesting. |
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| 09 Nov 2014 01:49 PM |
"A* can be more than just a path finding algorithm if you expand it enough."
what |
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| 10 Nov 2014 03:39 AM |
| Is there any real tutorial on A*? The roblox wiki doesnt explain anything about it, besides the equation F = G+H but it doesnt tell you how to measure the estimated cost and other stuff |
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| 10 Nov 2014 03:47 AM |
^
The estimated cost AKA heuristics is really simple.
You can use euclidean distance, which sounds complex, but all i really did for my pathfinder was this:
function heuristic(id1, id2) local p1 = master_node_table[id1].Brick.Position local p2 = master_node_table[id2].Brick.Position return (p1 - p2).magnitude end |
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| 10 Nov 2014 03:54 AM |
Actually I dont mind sharing the pathfinding code so here you go :)
Place: www.roblox.com/SurfaceGui-OS-and-A-Pathfinding-place?id=6230155
Actual code: hastebin DOT com/zotazehovi.lua
Basically the nodes are in a model and inside the nodes are objectvalues called "connection" which define the adjacent/connected nodes which are later on parsed into a node table |
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drahsid5
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| Joined: 13 May 2011 |
| Total Posts: 3937 |
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| 10 Nov 2014 02:09 PM |
| What I meant by expanding, is you can make the path finding smart. |
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| 10 Nov 2014 02:18 PM |
OP is trying to be smart so he can fit in LOL!
Hibachi Man makes his daring escape, The Barbecue Belly Slide! |
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| 10 Nov 2014 05:13 PM |
ya i like league of legends ai too guys |
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anaIyze
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| Joined: 29 May 2014 |
| Total Posts: 2048 |
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| 11 Nov 2014 02:37 AM |
| http://www.parenting.com/article/learning-to-walk |
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