GSoC BattleAI

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Some basic information is contained in ticket [https://sourceforge.net/apps/trac/supertuxkart/ticket/456 456], which contains some logs from IRC.
Some basic information is contained in ticket [https://sourceforge.net/apps/trac/supertuxkart/ticket/456 456], which contains some logs from IRC.
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The current racing AI (Artificial Intelligence) is based on a simple way point system: the designer of a track adds a special mesh which indicates the left and right side of the track where the AI is supposed to drive on ( see the documentation on [http://supertuxkart.sourceforge.net/New_drivelines|how driveline are created]). This mesh is converted by the track exporter into a graph of quads (in 2D actually, the current AI does not use height information at all). The quad graph structure is described [[Theorical_Driveline_Model|here]]. The AI will basically aim at the center point of those quads.
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The current racing AI (Artificial Intelligence) is based on a simple way point system: the designer of a track adds a special mesh which indicates the left and right side of the track where the AI is supposed to drive on ( see the documentation on [http://supertuxkart.sourceforge.net/New_drivelines|how driveline are created]). This mesh is converted by the track exporter into a graph of quads (in 2D actually, the current AI does not use height information at all). The quad graph structure is described [[Theoretical_Driveline_Model|here]]. The AI will basically aim at the center point of those quads.
For arenas (i.e. tracks used in 3-strike battle mode) no drivelines are defined at this stage.
For arenas (i.e. tracks used in 3-strike battle mode) no drivelines are defined at this stage.

Latest revision as of 21:39, 12 April 2015

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