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gersseba edited this page Jan 8, 2014
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This is a general collection of ideas regarding a possible AI implementation.
The concepts should (partly) provide the features discussed in the AI feature page.
Layered AI (bottom up)
Layer 0: "Board Computer"
least complex instructions:
turn to point/object, fly to point, fire bullets/rockets
Layer 1: Basic Task
basic instructions:
go to waypoint & avoid obstacles, destroy enemy ship, flee, follow
Layer 2: Elevated Task
complex instructions, possibly resulting in several basic tasks
go to place & find best route (jump gates etc), patrol area, escort ship, search & destroy
Layer 3: Character
Attributes that determine the general behavior
Alignment, character traits, reputation of others, Ship
Faction alignment sets basic reputation of others & possible behavior:
Police aids trader attacked by pirates, patrols regions, attacks known pirate routes, avoids pirate bases
Traits might have influence on behavior in battle (attacking vs fleeing), or how often they will ignore friendly-fire before attacking
Ship might be combined with traits, smaller ships follow larger once, not other way around, also small ships are more likely to attack other small ones instead of large vessels
All Layers need interface to allow the upper layer to execute new tasks, and to monitor the process of a task.
After defining certain interfaces, the layers can be implemented independently and each layer should be replaceable with a different implementation without adaptation to other layers.