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Simple Techniques for Coordinated Behavior
Presentation by Jonathan Martin Based on Chapter 3.2 of AI Game Programming Wisdom 2, by Jeff Orkin
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Tactical Espionage Action
Let’s continue the example from the last section Our agents use a simple pathfinding scheme (most likely A*) We do not have enough resources for a group behavior layer
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Let’s see what happens 1 1 To avoid this, we can let agents “reserve” a path node When a node is reserved, set its cost to something very high, so other agents will have to find another way 1 1 1
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Let’s see what happens Now we have the illusion of group behavior without a separate layer! 1 1 1 RESERVED 50 1 1
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Get Out of My Way! Now that we’ve surrounded the player, we want to shoot him without shooting each other This can be done very simply on (fire) { if we have line of sight, fire! else if obstructing object is an ally, ask him to move! if ally is busy, or obstruction is not an ally, move! } Adding audio cues adds to realism
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