AI Overview


The Autonomous Area Denial System is a stack of AI classes in one namespace.

Encapsulating the AI Library is a single C# class,

AIPlayer

which extends the existing PlayerBase class and adds a polymorphic interface that exposes the AI Data Types relevant to the game-specific role it supports

This system has been fully coded into a playable demo. (this game!)

AI Hierarchy

Class (Base)
PatrolVisitFormationDelay
AISoldier (AIPlayer)
Nav Mesh

Nav Team

AIGuard (AIPlayer)
Nav Point
Guard Wait
AIGuardSoldier(AISoldier)Nav Mesh

Guard Wait
AISniper (AISoldier)


Wait


Currently these values are hard-coded to default values, but they are set up to be parameter-ized using this design.

NPC Traits used to differentiate behaviors within formations when they scatter. All these are factored by server global AI sliders.

NPC Starting Traits (to-do: randomize)

Traits are all 1-100
game-specific rule
Clamp Data Range / Type
Marksmanshipshot accuracy degradation factor
0-1 / position
Leadershipmsg delay to team members
0-10 / seconds
Sportsmanshipshot aim delay, target headshot
0-5 / seconds & determinism
Aggression
avoid run away state
0 -100 / determinism
Threat Level Awareness
adjust hearing distance
.5 +- / position
Stamina
adjust damage
.5 +- / damage modifier
Armorhit points, takes damage then fail
0-100 / damage reduced
Experienceai can get abilities increased
0-100 / level up kills for skills


Vehicles drive themselves. The AI is just along for the ride.

Path Points Auto-Pilot Controls for Autonomous Vehicles

Action    public float PathAction
Pick Up Men1
Drop Off Men2
Random Dlay Time3
Decrement PathID4
Increment PathID5
Window6
Double Radius7
Random Path8
Patrol Last 49
Reverse Path10


Window is a 50/50 branch that runs 10 blocks of path-points then quits.

Radius expansion allows for loitering vehicles to turn tighter circles to close in on a target while in bulldog search mode.  The radius resets when it hits a window.


Nav meshes support dynamic blocks in real-time based on triggers that can occur for any reason the mission designer requests.

Dynamic Nav-Mesh Blocks and Vertical Height Filtering

NavMesh Cell Type
    game-specific rule
    public enum CellType
Normal
path
0
Blockedno path
1
CheckPosdoor hinge offset to doorway center
2
Windowtop of stairs sets vertical ceiling height filter
3
Antiquedisable window updates optimization
4
FightPosn/a unused
5
HidePosn/a unused6
Blocked250% paths are randomly blocked
7
Blocked335% paths are randomly blocked
8
Blocked4-6dead body proximity. changes threat awareness
9-11
Blocked7-9team block. prevents POWS going in doorways
12-14

 AI Players dont see vertically stacked navmeshes until they hit a window cell while pathfinding. Then the filtering activates based on the global height set for that level. AI with only local pathfinding wont see windows and therefore will never activate height-based filtering. Only with global pathfinding enabled will they hit the stairs or vertically placed navmeshes.

Files

GTPatrol-installer-demo-v1b.zip 476 MB
Jun 26, 2022

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