Modding, Mission Design, and Coding > The Scripting Workshop

AI - revisited

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ares:
Hi everyone!

This is my first post here, so bear with me a little. I am slasher from the game-warden forums.

I am a quite experienced c/c++ coder and I'm currently studying for a PhD in Robotics/AI in Germany. I got here via the Battlestar Galactica mod hosted on game-warden and I am very interested in doing things with the AI. Now, I have heard there are weird things going on when you edit parts of the AI code... there were some forum messages to that effect.

Anyway, I've been reading up on game-oriented AI (which is quite different from academic AI research) and FS2_open in general, which makes me have some questions to you guys.

1) Would it be useful to add Lua scripting hooks to the AI code to add new behaviors that way? I'm not so sure of the details here, but after a brief look at the wiki, that should be possible and maybe a bit more appropriate than another .tbl file?

2) To avoid the whole backwards compatibility discussion, could there be one big setting saying "use AI implementation X" with a default pointing to the current one? I've already gone through the code to identify the "interface", i.e. the ai_* functions called from outside the AI module, which has to stay the same. So, with this global setting, it should be fairly easy (famous last words) to reimplement the AI in some other way. Once I find my way around completely, modularization of the AI code would be my first priority.

3) Any questions/comments/requests/hints from your side are very much appreciated. I've only been reading into this for a couple of days, so I might be completely wrong with my assessment of the situation.

For now, I am still working on getting my development build from the HEAD to run, so it will be a little while until my contributions come in. However, game development (especially AI) has always fascinated me, so I am very motivated. Let me know what you think.

Bye!

Tempest:
I'd like a more dynamic AI system personally. The current AI is a bit plain and quite frankly doesn't fight like a human would. I'd like the game to automatically randomize AI flight characteristics at the beginning of the mission, which could be done in the modular fasion you described. I don't know what the SCP coders say, but I say go for it.

Also, I think the game already allows you to select a different AI version but I've only been able to select the retail version. Correct me if I'm wrong but a modified AI version was used but people didn't like it?

I'd like the AI to dogfight better instead of leading you in circles and also it needs to learn how to fly capships and bombers properly. I was actually thinking that it'd be nice to see an AI take control of a capship and figure out where it should position itself to to maximum damage. It would make capship fights MUCH better.

Again, I haven't touched the SCP code so I'm not sure what those guys will say.

Bob-san:
My turn!  :D

:welcome:

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I guess too many of us are afraid to use new tactics... most people's style in this game is very practiced; most of us have played the main campaign many times as well as many mods.

I'd be happy to get some new higher AI-class levels... perhaps a learning-style for higher AI classes? Make engaging them gain at a certain rate, and nonengaging a quarter as fast learning? So if a enemy watches you dogfight for two minutes, it the equivelant of thirty-seconds in combat with you?

spartan_0214:
Stronger AI has always been something I've been looking forward to. I have no clue what you are talking about in your first post, but whatever you can do to make the enemy fighters fight smarter would be a boon to FS2, IMHO.

Goober5000:
:welcome:

Sounds great. :) Do you have any code samples you could show us?

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