User talk:Phil Carlisle
From TDN
|
[edit] Welcome to the Torque AI Pack v1.0This part of the TDN website is here to provide the user with a basis for studying the Torque AI pack and for discussing and learning about the issues of various AI techniques available for using in general. The structure of this documentaton should be reasonably clear, but is broken into the following sections: 'Torque AI Pack v1.0 Architecture Overview In this section, you will learn more about the way the AI pack is architected. The reasoning behind the core systems and the functionality they provide. Read the overview Here
Technologies provided in the Torque AI Pack v1.0
Getting started using the Torque AI Pack v1.0
Technical reference documentation This section dicussses in deeper detail the functionality of the Torque AI Pack v1.0, it describes each function, usage and any possible changes or improvements that can be made |
|
[edit] Technologies provided in the Torque AI Pack v1.0Pathfinding Pathfinding is a fundamental action within most games, in the AI pack we address this issue as our main concern. The purpose of the pathfinding technology included in the Torque AI Pack v1.0 is to offer you the user a usable solution. We provbide all of the basic technology you need, including the method of automatically generating the navigation grid "nodes" and a method of automatically connecting them. As well as this navigation mesh we also provide the base technology to allow you to generate a "path" between one point in the world and another. This path is generated by the very common A* algorithm and creates a very robust starting point to any game's pathfinding solution. |
|
Finite State Machines Finite State Machines (often called FSM's) are a simple data structure and algorithm which can often be used to create most game AI functionality. These are essentially very simple data structures and algorithms which provide a mechanism to allow only one "state" to be active at once. The Torque AI Pack v1.0 has classes to allow this functionality as well as extending the FSM concept to allow a more specialised form of FSM called a "Push Down Automata" or PDA. More about finite state machines
Actions are the particles of action an AI object can perform. Things like picking up an object, throwing it, looking for an enemy, firing at them etc. At its heart, the Torque AI Pack v12.0 allows you to create AI based entities which respond to a number of pre-written "Actions" with which you can control thier behavior. In order to create custom functionality, we have included a tutorial on creating new Actions for specific functions as well as example AI Actors which show how to create and combine actions to recreate specific behavior. More about AI actions
Tasks are used in order to give the AI programmer some control over the execution profile of the AI in thier games. The Torque AI Pack v1.0 incorporates the AI tasking concept to allow us to setup the AI to fit into a limited amount of CPU time by allowing us to choose how often a given AI task is updated. Based on common techniques used in game engines, this allows us to control the execution profile and lets us only perform the AI updates that need to be performed.
|
|
A Sensor system Allowing the AI to evaluate its surroundings. The Sensor system is built on top of the task handling system so that the AI's CPU usage can be fine tuned for different requirements.
Event based programming is a fundamentally different method of programming but it has been proven to be very flexible and useful for many different uses. This system is intended to show you the value of such a system, especially for AI and game logic applications. We call this the message system (event and message mean the same thing in this context). More about Message systems |
|
[edit] Getting started using the Torque AI Pack v1.0Setting up the Navmesh/Navgrid Using the new AI Actor Making your own AI Actor Setting up sensors |



