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- Team AI Demo
- by John Reynolds
-
- The demo accompanies the article "Team Behavior in an Action Game"
- from the book "AI Game Programming Wisdom". Please refer to the book
- for a full explanation of the implementation.
-
- To run, copy the files into a folder on your hard-drive and change the
- level.map file attributes from 'read only' to writable, if you wish to
- save your maps. Otherwise, the demo may be run from the CD.
-
- When the program is first run there is a sample map which may be used.
- This level shows a simple opportunity for the enemy to outflank the
- player.
-
- The map may be modified by selecting the buttons available to the
- right of the map. The position of the player, the target (the players
- goal), and the enemy can also be modified. Up to eight enemy can be
- placed. To remove an enemy simply place a floor tile over their
- position.
-
- Doors must be placed so that the rooms can be identified. This is
- done by pressing the Door button and clicking on the grid square where
- the door exists. Just leaving spaces between rooms will cause the
- program to assume the two rooms are actually one.
-
- The dialogue between the different levels of command is given in the
- window at the bottom of the map. The commands and information has
- been made readable by translating them into english but the orders and
- parameters are all represented. The commanders internal decisions are
- also shown using the purely uppercase word 'COMMANDER' preceeding the
- text.
-
- The program may be paused at any time using the Play/Pause toggle
- button. This can be useful if you wish to watch the information and
- orders carefully.
-
- The player is not controllable in this demo. It merely serves as a
- target for the bots and to show team-work being used.
-
- Thanks
- John
-
- John Reynolds
- Creative Asylum Ltd
- www.creative-asylum.com