AI Library (why not a community project ?)
Blitz3D Forums/Blitz3D Programming/AI Library (why not a community project ?)| 
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| Hi :) I'm working on a IA library, i have start this project but maybe we can work together ? I think there is many library for blitz but nothing for AI ? http://blitz3dfr.free.fr/IA_Library_V1.0.zip Launch the example 10 | 
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| Hi Filax, That's a very nice working example! I guess it could be tricky 'as a community project' since when you get to this level of coding, most people have their own little system for handling entities, characters, etc. And since every 'game' has a different set of features, I guess it should be 'open' enough for people to make their personal adjustments to handle things slightly different. If that makes any sense :) I understand this is a (very nice) start! But for the main 'AI_UpdateMonster()' function I should recommend using an FSM (finit state machine) since a monster's functions will only grow when you keep adding functionality to the ai engine. And a series of If..Then statements will get you in trouble later on - and grow to complex uncomprehensible monsters themselves :) I don't know how familiar you are with FSM's but they are DEAD EASY and alow for simple to relatively complex decision making (depending on what you need/use it for).. d. | 
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| Agree with Danny.  Nice example but to make a generic AI system would require a great deal of forethought to enable others to integrate it into their own games.  Without the use of a FSM, adding further states / transitions would become too hacky. Stevie | 
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| I agree too ! but this monster's can be used for example some animals on a landscape etc. You are right the monster decisions must be a finish state machine :) improve this library is just an idea :) It's sure, made a generic IA is really difficult, but many IA have identical stuff like : Monster moving under a level, and monster go to a waypoint. But now the ball is in your camp :) | 
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| I was interested myself to port something like  http://opensteer.sourceforge.net/ to blitz3d. But altough the architecture of the system is made for being reused in many situations, I didn't find a good way of matching all this architecture to blitz code ... | 
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| I remember as well that scott shaver did a sprite behaviors mod for blitzmax, quite similar to the opensteer project. | 
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| > I think there is many library for blitz but nothing for AI ? there is this one by 3D/mrpye. never tried it so i don't know if it is any good. http://www.mrpye.com/Blitz/Pathfinding/pathfinding.htm | 
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| For a general purpose API system, might I suggest to use F.E.A.R. Framework as a base (no not the shooter that stole the name but actually the open source AI framework project)? Its been created by the masterheads of AI (and/or with their influence) and has at least a "somewhere standardized" interface. | 
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| Hi all, Is this still in progress? Thanks in advance | 
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| Making generic AI lib is nearly impossible - just doing path finding is NOT AI. Coding generic intelligence is much harder and depends what kind of game logic and creature behavior you want. | 
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| I reccommend an open source, software simulation of data's positronic neural net! :P Ill start us off: 1 / ? \ 0 Seriously tho, Its a good idea, is it even possible? I mean, chess and an FPS are radically different. I know virtually nothing about AI but have binned so many project ideas simply because the AI implementation was well beyond my limits. |