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Enhanced NPC Behaviour using Goal Oriented Action Planning - page 74 / 110

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difference between the distances with and without squad behaviour is quite large; agents can be brought approximately half the map width closer to one another with squads enabled. This goes some way to explaining as to why teams with squad behaviour enabled performed so well against teams without. Agents that stay so close to other squad members would back each other up and move to achieve goals in a coordinated fashion thus being more successful than individual agent’s attempting to accomplish goals all on their own.

Figure 15 Average Distances between team members

Both the systems had the exact same architecture and functions in the subsystems available to them, there wasn’t a single function that wasn’t available to both the AI systems from the subsystems. Each of the FSM states directly corresponds to an action in the GOAP system so the GOAP system didn’t have any extra functionality. Even though figure 15

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