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- Subject: Re: LUA and AI
- From: "Sean Middleditch" <sean.middleditch@...>
- Date: Mon, 27 Mar 2000 08:54:46 -0500
Hmm, I'm still not sure what it is you mean, then.
E-Mail be personally at sean.middleditch@iname.com and I'll see if I can
help. I love playing with AI. I was the lead AI developer for a few
niftified projects over the web, so I should be able to help.
Sean Middleditch
----- Original Message -----
From: Christophe Gimenez <chris@kandji.com>
To: Multiple recipients of list <lua-l@tecgraf.puc-rio.br>
Sent: Monday, March 27, 2000 8:03 AM
Subject: RE: LUA and AI
> My question was unclear...
>
> Of course the A* algorythme will be only implement in C++...
>
> The problem is :
>
> 1) we have (will have) 100 functions available for the scripts (ex:
> castOf(who), isPlayer(who))
> 2) we have 10 or 20 incoming type of message (ex: on_hitBy(who),
> on_near(who),)
>
> Some NPC must be able to be pre-programmed to execute a succesion of
> commands : that's the problem, I have no idea of doing a such thing and I
> don't know of to avoid TONS and TONS of "if then else"... I think (but I'm
> perhaps wrong), that having some simple knowledge in AI would help, but I
> can't find any thing on the web to help me (I've red many many articles
but
> nothing help)
>
> Any idea or am I always unclear ?
>
> Thanks
>
> -----Message d'origine-----
> De: Sean Thomas Middleditch [SMTP:sean.middleditch@iname.com]
> Date: samedi 25 mars 2000 01:22
> A: Multiple recipients of list
> Objet: Re: LUA and AI
>
> Nicholas Hesketh wrote:
>
> > That would depend on the sort of AI you're trying to do, and the number
> of entities you need to do
> > it for.
> >
> > For the mid to high level portion of rpg character AI it should be ideal
> as the scripting
> > flexibility outweighs computational overhead, and you can always migrate
> the expensive stuff to
> > C/C++ as the game develops.
> >
> > Using it for adaptive pathfinding of several hundred units in a strategy
> game is probably not a good
> > idea though ;-)
> >
> > It's a case of flexibility verses performance, but you'll probably find
> scripting useful for at
> > least a portion of your game logic.
> >
> > Nick Hesketh.
> > -----Original Message-----
> > From: Christophe Gimenez <chris@kandji.com>
> > To: Multiple recipients of list <lua-l@tecgraf.puc-rio.br>
> > Date: 24 March 2000 19:51
> > Subject: LUA and AI
> >
> > >
> > >Okay that seems a strange question...
> > >
> > >But here is my problem : as I would (and will) use LUA as the scripting
> > >langage for a game project I've started to find information about AI in
> > >games (and of course I don't know a word about AI).
> > >
> > >Thus, do you think that implementing basic AI principles could be done
> with
> > >LUA ?
> > >
> > >If yes, we to start from ?
> > >
> > >I've spent many many many hours and collected many many many links,
pdf,
> > >doc, html files but for the moment I could'nt learn some basic that I
> could
> > >use in a game.
> > >
> > >thanks
> > >
> > >[ if there is an AI-GOD in the mailing list, please send me a mail
;-) ]
> > >
> > >
>
> AI is fun. The best AI model I've seen was implemented in Java for a
> roguelike game... The
> object-oriented nature rocked.
>
> For an AI, write the unmutable stuff (like pathfinding, logic, etc.) in
> your C/C++ code. Then write
> the control in script.
>
> Something like (in PSEUDO code)
>
> if (see_enemy) then
> enter_battle ()
> endif
>
> if (is_dying) then
> find_path (ESCAPE)
> follow_path ()
> endif
>
> etc.
> That's a damn poor example, but I'm tired, so I have an excuse. ;-)
>
> I think for controlling actions (like go north 3, west 4, get item, east
6,
> say "My, it is raining
> frogs.", attack duck, south 3, west 2, say "Oh no! I lost my magic Blunt
> Stick of Sharpness!!!") a
> specialized language would do best... something simple like
>
> MOVE east 3
> SAY "I'm lost"
>
> is best.
>
> Sean Middleditch
>
>