Independence War 2: Edge of Chaos
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==Description of AI Behavior== | ==Description of AI Behavior== | ||
| − | + | The primary purpose of the A.I. was to execute scripted orders. This included navigation of Newtonian vessels using thruster groups, turret based and hard mounted weapon combat, shield usage and hyperspace navigation. All of which dynamically reacted to the properties and current damage status of the ship. | |
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===Notable Behaviors=== | ===Notable Behaviors=== | ||
| − | + | The autopilot, and remote link, ability of the ships. The ability of the A.I. to attempt to fly/maintain combat even under seemingly crippling damage. Ship docking procedures and implicit traffic control at stations and jump points. | |
| + | ==Architectures== | ||
| + | ===Inverse Kinematics=== | ||
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===What Worked=== | ===What Worked=== | ||
| − | ==== | + | ====A small A.I. script tool set==== |
| + | A tight contract between the scripting language and code provided designers with only a limited A.I. vocabulary. A Group object for assembling fleets, Relationships between groups, Formations and high-level Orders. The rest was handled by code, with any further refinement being by script settors using light parameterisation. | ||
| − | + | The wins were two fold. Design didn't have to micro manage the A.I. There was plenty of scope in the above to do pretty much what they needed. On the code side, combat and navigation were organic, with little notable difference between mission ships and random traffic. As such nothing ended up looking really scripted. | |
====Individual Good Thing==== | ====Individual Good Thing==== | ||
Latest revision as of 17:27, 27 July 2011
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This page is part of the History Of Game AI project curated by the AI Game Programmers Guild. |
| Independence War 2: Edge of Chaos | |
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| Developer: | Particle Systems Ltd. |
| Publisher: | Infogrames |
| Year: | 2001 |
| Platforms: | PC |
| Genre: | Space Combat Sim. |
| AI Era: | Tactical Reasoning |
Independence War 2: Edge of Chaos is a space combat simulation game in the style of the game "Elite". Players pilot their upgradable spacecraft around the galaxy for trade, piracy, special missions, and, when necessary, combat.
Contents |
[edit] Description of AI Behavior
The primary purpose of the A.I. was to execute scripted orders. This included navigation of Newtonian vessels using thruster groups, turret based and hard mounted weapon combat, shield usage and hyperspace navigation. All of which dynamically reacted to the properties and current damage status of the ship.
[edit] Notable Behaviors
The autopilot, and remote link, ability of the ships. The ability of the A.I. to attempt to fly/maintain combat even under seemingly crippling damage. Ship docking procedures and implicit traffic control at stations and jump points.
[edit] Architectures
[edit] Inverse Kinematics
| This section is based on first-hand knowledge by AIGPG member, [Your Name Your Name]. |
[edit] Another Architecture
[edit] Post-Mortem
[edit] What Worked
[edit] A small A.I. script tool set
A tight contract between the scripting language and code provided designers with only a limited A.I. vocabulary. A Group object for assembling fleets, Relationships between groups, Formations and high-level Orders. The rest was handled by code, with any further refinement being by script settors using light parameterisation.
The wins were two fold. Design didn't have to micro manage the A.I. There was plenty of scope in the above to do pretty much what they needed. On the code side, combat and navigation were organic, with little notable difference between mission ships and random traffic. As such nothing ended up looking really scripted.
[edit] Individual Good Thing
Something really went well.
[edit] What Didn't Work
[edit] Individual Bad Thing
Something really sucked.
[edit] Individual Bad Thing
Something really sucked.
[edit] Lessons Learned
[edit] Reception by Public
(Was there positive or negative reception from the players and/or media?)
[edit] References
- [ '], {{{author}}}, ,
[edit] External Links
(ADD LATER)
