29
2011
Hill Climbing AI *Update#2
Testing Hill Climbing AI (work-in-progress)
Read more: http://en.wikipedia.org/wiki/Hill_climbing & https://web.archive.org/web/20160310222458/http://sgd.cs.colorado.edu/wiki/Collaborative_Diffusion & https://web.archive.org/web/20190412040359/http://www.agentsheets.com/Applets/ultimate-pacman/readme.html
Basic idea is that the monsters will find you based on the “hill” height.
They keep moving towards the highest point, which is the player.
As you can see from the image, the “height bars” go through doors also,
so mobs will not get stuck behind the walls.
(but map has to be grid based..unless there is some other way of doing it..?)
*Update#1 (31.12.2011)
– Added webplayer demo (2 mobs walk towards the player, dont move too much or you might crash it..)
– Added collaboration mode for the mobs (see how they take different routes towards the player)
– Dont mind about them walking through some walls, they are actually not inside wall..Oo
– Next version will be more stable..
*Update#2 (31.12.2011)
– Added new webplayer demo (3 mobs walk towards the player, player cannot move on this demo yet)
– Modified the map to give 3 options to reach target (collaboration mode is on, so they take different routes)
– Fixed: mobs going inside walls (still colliding with other mobs..)
Webplayer: (flash)
http://unitycoder.com/upload/demos/mHillAI/ (v1.0)
http://unitycoder.com/upload/demos/mHillAI2/ (v2.0)
Download source:
CollabDiffuseAI.unityPackage
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^Source added
https://gamedevelopment.tutsplus.com/tutorials/understanding-goal-based-vector-field-pathfinding–gamedev-9007