Good Stuff Happens in 1:1 Meetings: Why you need them and how to do them well
RTS_AI Demo Show
1. Battlefield AI Demo
Sketch v1.0
Battlefield is divided into Units; Player's and Enemy's
This is the behavior-tree for a single Army Unit (ex: 100 soldier)
Each unit runs this tree once it's commanded (In a multi-tier system) to:
-Guard a location, Attack another unit
The multi-tier system will isA use influence-maps for higher level decision
making.
2.
3. Combat Groups
• When the fire starts between two opposite units, a
combat group is initialized.
• Any additional army unit that attacks/joins any unit of the
group is added to the combat group.
• Through combat group you can get relevant information
about the dominating team.
• Using the above it helps to decided when to retreat and
when to defend.
4. Behaviors
• SelectEnemy(int radius):
Selects an enemy's army unit that falls within radius of the unit
if in Guarding/Attacking state.
• Un/RegisterCombatGroup:
-Based on the two units a new Combat Group is
initialzed.
-If you're attacking a unit that's already in a group, the attacking
unit is added to the current combat group.
-The same goes for the unregisteration.
• HaveEnoughPower:
Using info from the combat group, helps estimating
whether the unit will survive the attack or not.
5. Behaviors
• Chase:
Chases the target enemy Unit for a certain limit (can
be time or distance)
• Navigate (NavigationType):
-Navigate(Escaping) mentioned here, increases the
unit speed and decreases it's defensive level in turn.
-Other types of navigation is implemented but not
mentioned here.
6. Behaviors
• Chase:
Chases the target enemy Unit for a certain limit (can
be time or distance)
• Navigate (NavigationType):
-Navigate(Escaping) mentioned here, increases the
unit speed and decreases it's defensive level in turn.
-Other types of navigation is implemented but not
mentioned here.