#AI system to do list

9 messages · Page 1 of 1 (latest)

west grove
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This is not a usual suggestion, it is more a list of things that go into a really cool ai system.

Many people suggest individual things like “when ai sees their friend get shot they get fear”, which is very general and not a very technical way of saying it.

Pavlov level Npcs (low tier):

  • nav-mesh for walking around the map

  • sight perception (scan a cone-shaped field for vectors through which the ai can see and shoot the player/other ai

  • Engagement distance based on the gun they use

  • when shooting the player the ai will push straight towards them

  • walking, walking upstairs

  • balancing ai accuracy/spray pattern (also dependant on gun they are using- sniper will be more accurate over long distances than a pistol)

Middle-tier:

  • more ai movement types like sprinting, crouching and crawling
  • ai recognises cover (probably quite difficult to code)
    • animations for crouching behind low cover and standing up to shoot
    • animations for leaning (to peek at a corner)

Advanced:

  • blind shooting behind cover

  • motion matching parcour capabilities (vaulting, jumping down a ledge)

  • melee combat ai using fists, other melee weapons

Ai tactics:

  • group ai system that organises a group push towards players
  • ai morale system (pushing map objectives vs retreating)

I will link according Posts that have already been made on some of these topics!

west grove
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AI system to do list

shell rose
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damn. this is very well done

rapid veldt
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bump

quasi marsh
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Wait Pavlov has NPC’s????

west grove
winter crow
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So GTA IV AI is advanced!?

elder ravine
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Didn't they show something about this in their patron?