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Learning game AI programming with Lua

You're reading from   Learning game AI programming with Lua Leverage the power of Lua programming to create game AI that focuses on motion, animation, and tactics

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Product type Paperback
Published in Nov 2014
Publisher Packt
ISBN-13 9781783281336
Length 352 pages
Edition 1st Edition
Languages
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Author (1):
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David Young David Young
Author Profile Icon David Young
David Young
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Table of Contents (16) Chapters Close

Learning Game AI Programming with Lua
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with AI Sandbox FREE CHAPTER 2. Creating and Moving Agents 3. Character Animations 4. Mind Body Control 5. Navigation 6. Decision Making 7. Knowledge Representation 8. Perception 9. Tactics Index

Summing steering forces


So far, we've been adding weighted steering forces together and applying forces when certain thresholds have been met, but what does all this really do to an agent's locomotion? The two most common techniques that are used to add different steering forces together are through a weighted sums approach or a priority-based approach.

Weighted sums

A weighted sums approach takes all the steering forces into account all the time using fixed coefficients that weigh each force against every other. While this is very intuitive with a small number of forces, it can get very hard to balance competing forces together when a large number of different steering forces are being used.

Typically, this should be your first approach to get the agents to move, but when complex situations need to be handled, it's better to go with a priority-based approach.

Priority-based forces

When dealing with priorities, only certain forces are taken into account based on some sort of priority or condition...

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