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Developing AI "Intelligent" Behaviour #110

@Jacob-Rueckert

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@Jacob-Rueckert

In order to improve in Intelligent AI behaviour this issue is meant to give examples of intelligent behaviour.
I already made an example tree for an not so intelligent behaviour like a sheep.

Tree Stupid Sheep

This is based on the high level overview Tree from https://github.com/Terasology/Behaviors/wiki/High-Level-Overview
For me the line to make a entity feeling intelligent isnt the behaviour to the player certanly. So as you can see a stupid sheep will follow the player no matter what. That in my mind is non intelligent behaviour. What if a wolf shows up and kills the sheep. Would it still follow the player? I dont think so.
Although the logic of non intelligent behaviour towards the player is restricted to peacefull entitys.
If we think about modern shooters, hostile entitys will behave intelligent, like seeking cover when shot at or firing grenades when youre in cover.
Still i wouldnt restrict such behaviours towards the player and try to make a interacting approach like the sheep-wolf example.

Therefore environmental behaviour is what i want to mostly concentrate in intelligent behaviour.
What can be environmental conditions is the first to think about:

  1. Day & Night Cycle
  2. Weather Conditions (Rain, Mist, Sunshine, Snow)
  3. Events (Forestfire, Thunderstrike, Avalanches, Wolf Hunt, Explosions)
  4. Sounds ( Walking, Dying Sounds, Block Break Sounds, Firework)
  5. Entity Visability (Seeing an Entity (not Player) )

All of the above are the first one coming to mind and which i think are able to implement in someway in the current behaviour system.
For sake of workflow i will ad some written concepts since making the visual trees right now is laborious.
IWolf , Sheep, Rabbit, Bear) Intelligent

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Topic: AIRequests, Issues and Changes related to pathfinding, behaviors, etc.Type: ImprovementRequest for or addition/enhancement of a feature

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