Brian Bucklew - AI in Qud and Sproggiwood
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- Опубліковано 30 тра 2024
- Brian talks about monster behavior in the Freehold Games games.
Brian is a semi-sentient colony of self-assembling, cooperative, biological nano-units. Still somewhat functional, despite its age.
www.freeholdgames.com
store.steampowered.com/app/333640
/ unormal
Thanks for this talk! I really like Brian's attitude, such a humble developer.
Can this item defined AI behavior know when an item is inappropriate for a target? If some information, such as a target's heat resistance gets sent to the item, such as a heat grenade, the heat grenade can be somewhat intelligent about whether or not it adds itself.
The tile weighting also seems a bit odd in conjunction with the turn system. I don't think the AI understands that time dilation affects how traversible the tile is, but I might be mistaken.
Really beautiful anyway. The AI has surprised me a few times. They'll do wild things like teleport to a target when their legs are taken away and they can't walk, or vice versa. I think they can chain together movement, such as using mechanical wings to cross a gap, though they won't leave the zone to go around an obstacle. Some more weapons such as vibratory ones should probably grant wall digging for when hearing and extrasensory enemies notice you through the walls.
Great talk. But I am confused about the actual implementation. What is the difference between the classes Goal and Originalntent? Are MoveEast and KillSomething both subclasses of Goal or does the code distinguish between Goals and SubGoals?
patrt 1:
ua-cam.com/video/U03XXzcThGU/v-deo.html
Really useful talk thank you!!
I found the talk very interesting and constant microphone noise awful beyond words.