AI

Development directions, tasks, and features being actively implemented or pursued by the development team.
Post Reply
John Cordell
Mercenary
Mercenary
Posts: 125
Joined: Sat Jul 10, 2004 9:43 am

AI

Post by John Cordell »

Is there somebody working / planning to work on the AI code?
Privateer Gemini Gold
privateer.sourceforge.net
safemode
Developer
Developer
Posts: 2150
Joined: Mon Apr 23, 2007 1:17 am
Location: Pennsylvania
Contact:

Post by safemode »

i think a fair deal of us are kinda vacationing a bit right now (if you call working all damn day a vacation), but in any case, things have cooled a bit and i think that will be the case until summer ends. The roadmap doesn't have anything really specific to AI dev going on anytime soon. Cept maybe in a meta sense, such as in faction Ai's possibly.

That's not to say it wont be welcomed to have someone work on it. Just that nobody else is at the moment or in the near future.
Ed Sweetman endorses this message.
Fendorin
Elite Venturer
Elite Venturer
Posts: 725
Joined: Mon Feb 26, 2007 6:01 pm
Location: France, Paris

Post by Fendorin »

i see on the roadmap the faction AI need to be improve

but how i can help you (i know nothing about writing code or python...sorry)

but i have some knowledge in history and strategics/tactics.
Maybe usefull for create a squadrons organization ,kind of comportement..etc for helping you for writing code....

I have some problem with vegastrike : is so close to a "shoot them up" for me it need more subtility
Maybe is more complex for writing??(a subtile AI)
but if you need some help for some thing i can i will be happy to help
i don't know how to for helping??
and i don't know if it's the good place for asking??

thank
ace123
Lead Network Developer
Lead Network Developer
Posts: 2560
Joined: Sun Jan 12, 2003 9:13 am
Location: Palo Alto CA
Contact:

Post by ace123 »

I agree... the AI should play a larger role than cannon fodder. If you want, maybe you could work on a campaign or try to think about how you could design a good faction-level AI script (controlling the behavior of the factions as a whole).
chuck_starchaser
Elite
Elite
Posts: 8014
Joined: Fri Sep 05, 2003 4:03 am
Location: Montreal
Contact:

Post by chuck_starchaser »

I've a feeling JC was talking about pilot AI and stuff; but I could be wrong.

At PU we're forever having to tell people to watch what they target when they have a wingman, because the wingman always attacks whatever you're targeting, foe or friend, without waiting for an order to do so.
Enemy AI's are too accurate with their shooting, also; and we don't know of any parameters to tweak to make them less than perfect shots.
Ships that you escort, they follow you too mechanically, like, they assume a position and then they try to maintain it so keenly that if you turn around and move one foot, they turn around and move one foot; and they do nothing to avoid asteroids; so we have to try to avoid escorting missions that go through AF's; and they take their sweet time to follow you through jump points.
Controlling spawning has been another major headache.
There's problems with turret AI also.
Fendorin
Elite Venturer
Elite Venturer
Posts: 725
Joined: Mon Feb 26, 2007 6:01 pm
Location: France, Paris

Post by Fendorin »

yes but who develop AI and how too is a mathematique formule??

like equation for each ship ?

who know?
chuck_starchaser
Elite
Elite
Posts: 8014
Joined: Fri Sep 05, 2003 4:03 am
Location: Montreal
Contact:

Post by chuck_starchaser »

Who knows? That's the million dollar question. Spiritplumber had figured out the AI, but she's no longer among us. I've no idea who wrote it; possibly Hellcat.
Post Reply