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[ goodies | dev diary | chapter eleven ]
#11 AI design Artificial Intelligence, an overview...
 
A brief diary this time, where the screenshots do most of the explaining. At this stage of Worms 3D, we can't go into *too* much detail of the AI development, as you can no doubt understand ;)
 
Let Paul Tapper (Pinky Pig) and Phil Carlisle (zoombapup) guide you through the complicated business of getting the AI Worms to put up a decent fight!
 
forum input The AI in Worms 3D is a massive undertaking... considering how we're also pulling together a list of sneaky tactics players use in Worms games, with the hope of getting the AI to make use of some of them too!
 
A Team17 'sneaky tactics' AI thread has been on the forum for nearly 2 weeks, and your input has been great! We want to know your favourite sneaky tactics - we don't guarantee that the AI will use them all, but we'll try to get as many in as we can, and you'll know that a little bit of the AI's brain thinks your thoughts.
 
[ Sneaky tactics the AI should use ]
 
Mr Tapper Paul "A lot of the work on the AI happens on very simplified 'test-levels'. These allow us to set up particular situations and check what the AI does. Having them graphically simple means we don't get distracted by the prettiness, and makes it easier to actually see what's happening. The screenshots (right) are taken from a test level, the actual levels released with the game will be *far* more graphically pleasing ;).
 
To make things easier for ourselves, when programming in the worms AI, we use debug graphics to help us visualize what the AI worms are thinking about.
"
 
Simply follow the thoughts of the AI by clicking on the screenshots (right)...
 
"The AI works by considering as many possible plans for its turn as it can, and then choosing the best one. Each AI 'personality' has a large number of different 'importance weightings' it gives to the results of each move, and chooses its favourite plan accordingly. For example, one AI personality might avoid shooting your worm with low health because it would damage one of his own worms, another personality would consider this a sacrifice worth making and go ahead anyway."
 
Mr Carlisle Phil "The AI is getting to be quite agile now. Its able to use almost all of the weapons, move freely around the levels and generally hit whatever target it likes."
 
Recent additions have been the jetpack and parachute, which you can see in the accompanying screenshots(right).
 
"It's taken quite a while getting the AI to be able to make the worm move around the level. Considering the amount of possible obstacles, pitfalls and the dynamic nature of the environment (when you can blow holes in the level, it makes the problem a lot harder).
 
Its nice to be able to instruct the worm to move from one position to another and watch it make its merry way, it can avoid mines and other worms and definitely doesnt like going near water. Its also able to jump up reasonably small heights and can cross over from one land block to another quite happily.
 
So most of the 'low level' abilities (we call them actions) such as move to here, jump, face in this direction, choose a weapon, fire a weapon etc. are completed.
"

[ goodies | dev diary ]
Development Diaries We plan diaries right up until the end of the project and they will appear every week or two, so keep popping back for updates. The great thing about the diary is that so much just isn't written yet!

[ goodies | dev diary | chapter twelve ]
W3D @ E3!
How we spent an intense April and May preparing Worms 3D for industry consumption!

[ goodies | dev diary | chapter eleven ]
Artificial Intelligence
How we are getting the AI Worms putting up a decent fight!

[ goodies | dev diary | chapter ten ]
Tweak-Tastic March!
How the facilities to adjust and balance are beginning to shape Worms 3D as a whole.

[ goodies | dev diary | chapter nine ]
Level design
How the missions are created and the thought that goes into the finished article!

[ goodies | dev diary | chapter eight ]
Shaping up
How the development cycle is progressing towards tweaking stage!

[ goodies | dev diary | chapter seven ]
Happy New Year!
How we saw out the old year and welcomed in the very busy new one.

[ goodies | dev diary | chapter six ]
Sounds like a plan
How Bjorn Lynne got straight down to the business of producing the game audio.

[ goodies | dev diary | chapter five ]
Boggy B Lives!
How we are developing our worm character and bringing it to life.

[ goodies | dev diary | chapter four ]
Art for heart's Sake
How the concept artwork got off the ground and creating the visual look for the game.

[ goodies | dev diary | chapter three ]
Something for the weekend?
How the core deformable landscape technology was created and what it meant for the game.

[ goodies | dev diary | chapter two ]
Leap of faith
How we handled the jump from 2D to 3D via Worms Blast - the bridge to the new game.

[ goodies | dev diary | chapter one ]
Six years and counting
How we kicked off 3D development after waiting until the time was right.

overview The graphics and images shown in the diaries so far don't come anywhere close to where we are currently in terms of visual style.
 
The first few chapters merely serve to bring us 'up to date' to how we got where we are. It's envisaged that we will catch up with current progress by Christmas and the diaries will then mirror recent developments rather than things from the distant past.



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The Bunker
 

 


The Getting-around
 

 

 

 

 

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