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Difference between revisions of "Legacy:Artificial Intelligence"

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===Miscelaneous===
 
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* [http://pogamut.cuni.cz/ Pogamut] - a free middleware for creating UT bots AI in Java (for UDK, UT2004 and UE2)
 
* [http://www.jabberwacky.com/ jabberwacky] - Just for fun, have a conversation with an AI agent.
 
* [http://www.jabberwacky.com/ jabberwacky] - Just for fun, have a conversation with an AI agent.
  
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'''SuperApe:''' Created.  This is meant to be the super topic page for all AI (bots, monsters, custom NPCs, etc.)  Working...
 
'''SuperApe:''' Created.  This is meant to be the super topic page for all AI (bots, monsters, custom NPCs, etc.)  Working...
 
Vaptor: i noticed that the Standard bot ai and monster ai is Laggy and is able to crash the game in ut2004
 
 
I Fixed up the monster code for a friends invasion server and found by simply limiting it to not look for
 
 
enemys when its hunting someone.
 
 
I noticed it kept dumping the info about the target between states, only reason it didn't stop is it
 
 
Executed another target scan loop.
 
 
epic used same sorta twisted logic in their bots which has me wondering if it got worse in ut3.
 
 
again
 
  
 
[[Category:Legacy Mapping|{{PAGENAME}}]]
 
[[Category:Legacy Mapping|{{PAGENAME}}]]

Latest revision as of 05:56, 8 January 2011

Artificial Intelligence, or AI, refers to any automated mechanism which serves the purpose of acting autonomously or as if controlled by naturally intelligent design. In games, they normally refer to automated players (Bots), either opponents or teammates. They can also refer to simple Scripts, Monsters or other Non-Player Characters (NPCs). In the Unreal engine, AI can refer to either the designing the behavior of stock AI agents, like bots, or it can refer to custom AI agents such as NPCs.

AI Basics[edit]

These are some general concepts common to all forms of artificial intelligence.

Interaction 
The AI construct will react to stimuli
Purpose 
The construct will have a purpose of goal to which is was designed to achieve

Scripts[edit]

UnrealScriptedSequences and Trigger Systems are some means of automating a series of actions. This is the most basic form of AI although they can also be used to modify the behavior of more sophisticated AI, like bots, in cases where custom behavior is required for a particular map. For example, see DefensePoint and Creating A Defense Point In UT200x.

Script Support[edit]

This is the current hierarchy for script support on the wiki.

Bots[edit]

Bots are automated player characters; agents that act as if controlled by a human player. Bots are stock AI characters that will follow designed behavior called Bot Support. Bot support is encorporated into each map's design by the level designer, as each map is different and requires custom behavior for Bots to perform as well as human players.

Bot Support[edit]

This is the current hierarchy for bot support on the wiki.

NPCs[edit]

Non-Player Characters are any artificially intelligent agent that are not players.

Monsters[edit]

Monsters are NPCs that act only as an enemy to all players.

Monster Support[edit]

This is the current hierarchy for monster support on the wiki.

Miscellaneous Characters[edit]

NPCs can do more than just attack players. Custom NPCs can be made to affect the game in a number of different ways.

NPC Support[edit]

This is the current hierarchy for custom NPC support on the wiki.

External Links[edit]

UDN Links[edit]

Technical Research and Development Links[edit]

Game Specific Links[edit]

  • The Game AI Page - Dedicated to the topic of Artificial Intelligence in games.

Miscelaneous[edit]

  • Pogamut - a free middleware for creating UT bots AI in Java (for UDK, UT2004 and UE2)
  • jabberwacky - Just for fun, have a conversation with an AI agent.

Related Topics[edit]

Discussion[edit]

SuperApe: Created. This is meant to be the super topic page for all AI (bots, monsters, custom NPCs, etc.) Working...