ranmafan
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- Joined
- Sep 21, 2003
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Well, not really a Turing test per se. Just a test of HL2's AI and pathfinding.
I don't have the game yet, so does anyone know if Striders really navigate the terrain 'intelligently'? Once someone finally gets off HL2, I have a few proposals to make...
Strider Pathfinding test - Make a map (city, preferably) with all sorts of bridges, pitfalls and odd obstacles. The player will start in a control box high above the city to change the terrain by pressing all sorts of buttons while AI controlled teammates try to lure a strider through the city. (I wonder if the teammates' AI can also navigate the map?) It would be interesting to see the dynamicism of the Strider's pathfinding.
AI test - Same idea, except it the player fighting in a simulated FIBUA (fighting in built up areas) with pre-arrange obstacles. Blocked doors, open windows, etc. Will the combine AI know if a door is unblocked after a while? What if the player creates his own barricade?
Anyone interested in trying? ^_^
:dork:
I don't have the game yet, so does anyone know if Striders really navigate the terrain 'intelligently'? Once someone finally gets off HL2, I have a few proposals to make...
Strider Pathfinding test - Make a map (city, preferably) with all sorts of bridges, pitfalls and odd obstacles. The player will start in a control box high above the city to change the terrain by pressing all sorts of buttons while AI controlled teammates try to lure a strider through the city. (I wonder if the teammates' AI can also navigate the map?) It would be interesting to see the dynamicism of the Strider's pathfinding.
AI test - Same idea, except it the player fighting in a simulated FIBUA (fighting in built up areas) with pre-arrange obstacles. Blocked doors, open windows, etc. Will the combine AI know if a door is unblocked after a while? What if the player creates his own barricade?
Anyone interested in trying? ^_^