Structuring Actions in Utility AI
Author
I'm building a grid turn-based game, and I have a couple of questions about Utility AI that I can't wrap my head around for a couple of weeks.Suppose we have a unit that can move X tiles and attack in melee range. I want an AI controller to enumerate all possible targets for this melee attack and score them.- Are "move" and "attack" two separate decisions, or is it one decision that does both the movement and the attack?- If they are separate decisions, then how can a decision to move consider a melee target? The option is to copy all of the considerations from the "melee" decision to the "move", but it feels bad.- If they are a single decision, how to reuse it if, let's say, I have another unit that knows how to teleport instead of how to move?My question boils down to this: where is the reasonable edge when I want to make some sequence of actions a single decision or a couple of decisions?
#structuring #actions #utility
Structuring Actions in Utility AI
Author
I'm building a grid turn-based game, and I have a couple of questions about Utility AI that I can't wrap my head around for a couple of weeks.Suppose we have a unit that can move X tiles and attack in melee range. I want an AI controller to enumerate all possible targets for this melee attack and score them.- Are "move" and "attack" two separate decisions, or is it one decision that does both the movement and the attack?- If they are separate decisions, then how can a decision to move consider a melee target? The option is to copy all of the considerations from the "melee" decision to the "move", but it feels bad.- If they are a single decision, how to reuse it if, let's say, I have another unit that knows how to teleport instead of how to move?My question boils down to this: where is the reasonable edge when I want to make some sequence of actions a single decision or a couple of decisions?
#structuring #actions #utility