1 | | We need strong enemies with realistic behaviour, but we also want to beat them without losing all our shields. The AI should use the same ship class as the player, thus it must use the common functions (accelerate, shoot, ...) of the spaceship interface. |
| 1 | == Introduction == |
| 2 | |
| 3 | [[Image(aibo.jpg, width=220, border=1, nolink, right)]] |
| 4 | Implement an artificial intelligence for space ships. |
| 5 | |
| 6 | == Goal == |
| 7 | |
| 8 | We need strong enemies with realistic behavior, but we also want to beat them without losing all our shields. The AI should use the same ship class as the player, thus it must use the common functions (accelerate, shoot, ...) of the spaceship interface. |
| 9 | |
| 10 | Since not much of the framework is available yet the AI does not satisfy very high expectations. |
| 11 | |
| 12 | == Implementation == |
| 13 | |
| 14 | There are several types of AIs. There are such that only know how to steer a ship (minimum) and have a simple behavior structure.[[br]] |
| 15 | More sophisticated AIs work in groups (flocking) and organize in those groups and may have specialties.[[br]] |
| 16 | Even more sophisticated AIs learn and adapt to different environments and situations. Those are often not used in games, because the strength is difficult to adjust. Also there is the problem of learning. The knowledge should be brought to the next level or the enemy is plain stupid at the beginning of a level if there is no learning time. |