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Game AI architecture for a RTS game

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I am developing a RTS game involving robber and cops. I have designed a simple rule based AI system for the robber. Goals of the robber AI: Escape from the cops (robber should not get caught) Conduct robbery Current implementation: The robber AI uses a rule based system to escape from the cops. I have written IF-THEN clauses to build the rule based AI system. The robber AI uses the knowledge of cops’ current positions. Future requirements: I am worried about the current architecture of this robber AI system. I read that rule based systems are inefficient and difficult to maintain. For the future, I want the robber AI to use some power-ups (to escape) The AI should consider the power-ups used by the cops before making decisions. For conducting the robbery, the robber has to move to a specific location escaping from the cops. Questions: Is the current rule based AI system will flexible enough (and easy to maintain) to meet the future requirements? What can be better alternatives for the existing rule based system? (Like decision trees or state machines etc.) I read people suggesting that the rule based systems are difficult to debug. Can anyone explain why? I would appreciate any thought/suggestions on this topic. Thank you.

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