Forum

AAS Files vs. Navmesh/Waypoints/etc.

Discuss Artificial Intelligence and Bot programming.

Moderator: InsideQC Admins

Re: AAS Files vs. Navmesh/Waypoints/etc.

Postby leileilol » Wed Feb 19, 2014 12:14 am

goldenboy wrote: It would climb ladders and get into/use vehicles, too (had to be scripted.).

Then it's an AI as good as Half-Life 2 (read: bad AI hyped to be great via scripting). If you want good AI, then UT2004 AI climbs ladders and use vehicles on their own, unscripted. They can also handle air vehicles well.

I've spent over 500 hours on that game just playing against the AI and with the AI.... which is great considering it used waypoints.
i should not be here
leileilol
 
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: AAS Files vs. Navmesh/Waypoints/etc.

Postby goldenboy » Thu Feb 20, 2014 12:57 am

leileilol wrote:
goldenboy wrote: It would climb ladders and get into/use vehicles, too (had to be scripted.).

Then it's an AI as good as Half-Life 2 (read: bad AI hyped to be great via scripting). If you want good AI, then UT2004 AI climbs ladders and use vehicles on their own, unscripted. They can also handle air vehicles well.

I've spent over 500 hours on that game just playing against the AI and with the AI.... which is great considering it used waypoints.


Crysis' AI is bad because it needs a script to enter a vehicle? :roll:
User avatar
goldenboy
 
Posts: 924
Joined: Fri Sep 05, 2008 11:04 pm
Location: Kiel

Re: AAS Files vs. Navmesh/Waypoints/etc.

Postby leileilol » Thu Feb 20, 2014 1:56 am

There's a reason why there's dozens and dozens of videos showcasing the bad AI in Crysis... even my first impression had an eregious case.
i should not be here
leileilol
 
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: AAS Files vs. Navmesh/Waypoints/etc.

Postby frag.machine » Thu Feb 20, 2014 11:26 am

goldenboy wrote:
leileilol wrote:
goldenboy wrote: It would climb ladders and get into/use vehicles, too (had to be scripted.).

Then it's an AI as good as Half-Life 2 (read: bad AI hyped to be great via scripting). If you want good AI, then UT2004 AI climbs ladders and use vehicles on their own, unscripted. They can also handle air vehicles well.

I've spent over 500 hours on that game just playing against the AI and with the AI.... which is great considering it used waypoints.


Crysis' AI is bad because it needs a script to enter a vehicle? :roll:


Well, if the developers resorted to a scripted sequence it's a sign that the AI cannot handle the situation, so... Yeah.

This does not surprise me considering that a) Crysis is mostly a console game with no CPU cycles available to advanced AI and b) Crytek games are all about pushing the envelope in the graphics and physics.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
User avatar
frag.machine
 
Posts: 2070
Joined: Sat Nov 25, 2006 1:49 pm

Re: AAS Files vs. Navmesh/Waypoints/etc.

Postby jitspoe » Sun Mar 16, 2014 3:10 am

Image

Oh, what a tangled web we weave!

I think the dynamic waypoints I've done are about as good as can be expected. Looking at the results, I can't help but think, "if this were a navmesh, it could guarantee 100% coverage and not have to have nodes everywhere with the potential of missed paths."

The disadvantage to nodes, is you never really know when you have enough. With a navmesh, you can say, "I'm on the navmesh" and be done with it, or "I'm not on the navmesh -- need to generate another poly."

I think I'm going to continue with waypoints for now. Ultimately, the bots will hopefully be following the other path system I'm working on to allow strafe jumping, and this will just be there as backup/beginner level bots.
jitspoe
 
Posts: 217
Joined: Mon Jan 17, 2005 5:27 am

Re: AAS Files vs. Navmesh/Waypoints/etc.

Postby motorsep » Fri Jun 20, 2014 4:49 pm

AAS is a 3D nav mesh, to put it simply. There are several AAS revisions, with Quake 3 having the most primitive one, compare to RAGE AAS.

There are a lot of good reads here: http://mrelusive.com/publications/pubs_bytype.html
motorsep
 
Posts: 231
Joined: Wed Aug 02, 2006 11:46 pm
Location: Texas, USA

Previous

Return to Artificial Intelligence

Who is online

Users browsing this forum: No registered users and 1 guest