One of the fun things about doing a game like Clockwork Empires is that you genuinely have no idea what you’re doing some days. Some of our systems haven’t held up through the development process as well as they could, and it’s a constant game of trying to figure out how to extend them and how to refactor them. Case in point: our military AI originally used the same priority system as everything else, but now runs with a decision tree on top of the priority system. Social cues use a proper utility system *below* the priority system, etc., and there is some talk of cleaning the actual jobs up as well to not use the priority system either and to have everything in the game now run on a behavioural tree.
All posts tagged with "AI for social behavior"
Smart Objects – or: “Everything I know about AI I stole from the Sims”
Posted in Clockwork Empires |
Tagged AI for crates, AI for fishpeople, AI for jobs, AI for military, AI for social behavior, AI for work crews, beneath the social utility system we run a neural net carefully trained to do whatever Shakespeare's Henry VIII would do, next week's blog post will be about making a utility system for crates so they too can be happy (or at least a little less sad)
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