Help with artificial intelligence in a racing game 
Author Message
 Help with artificial intelligence in a racing game

I've just made a top view racing game and all i have to do is put in
computer racers.  I tried doing this but the cars move around the maps ery
unrealistically.  So if anyone knows any good algorithms to make artificial
intelligence pleaze tell me.  Thank you


Wed, 18 Jun 1902 08:00:00 GMT  
 Help with artificial intelligence in a racing game
I know this is a very general response to your answer, but ....

You can probably connect lisp or prolog to work with Delphi. I have no idea
how to do this.

Good luck.

Ronan

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Quote:
>I've just made a top view racing game and all i have to do is put in
>computer racers.  I tried doing this but the cars move around the maps ery
>unrealistically.  So if anyone knows any good algorithms to make artificial
>intelligence pleaze tell me.  Thank you



Wed, 18 Jun 1902 08:00:00 GMT  
 Help with artificial intelligence in a racing game

Quote:



>>I've just made a top view racing game and all i have to do is put in
>>computer racers.  I tried doing this but the cars move around the maps ery
>>unrealistically.  So if anyone knows any good algorithms to make artificial
>>intelligence pleaze tell me.  Thank you

I have tackled with the same problem (in connection with a racing game
for the enjoyment of my 7-year-old son, i.e. low quality gfx, no sound
yet, no collision detection etc.). I ended up using something like
follows: for each car try "a matrix of accelerations" (one index
ranging from "slam on the brakes" to "turbo accelerate", the other
from "sharp left turn" to "sharp right turn"). Test if the car can
maintain (i.e. not run off the road) this acceleration (=change of speed)
for a little while and store the test result. Then among the acceptable
acceleration vectors pick the one with the highest dot product with
the current speed (or choose a weighted average or do something else
that makes sense. You may want to add a random effect, too). Then
the quality (=level of difficulty) of the driving algorithm will simply
depend on how often you accelerate a particular car! I used to an extent
randomly selected set of timer counts to determine this. You can probably
think of something better. In my game driving off the road immediately
stops the car, so I needed to add logic for recovering from such
an incident as well. The end result was quite satisfactory: I can't
compete against the fastest cars with manual keyboard control (then again,
I'm no master of racing games :)

Jyrki Lahtonen, Ph.D.
Department of Mathematics,
University of Turku,
FIN-20014 Turku, Finland
Note to human e-mailers! To obtain my real e-mail address form the
string consisting of my first name, a period, my family name (names in
lower case) and an at-sign followed by utu.fi



Wed, 18 Jun 1902 08:00:00 GMT  
 
 [ 3 post ] 

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