1st April 2022, 9:02 AM
(1st April 2022, 2:30 AM)Delphinoid Wrote: A good place for you to start would probably be looking into path-finding algorithms. The difficult part would be transforming the path into something useful for a platformer. You'd need to take into account how high the bot can jump / super-jump, where ground it can stand on is, etc. The A* algorithm might work, although it is adaptive rather than giving an optimal solution: https://en.wikipedia.org/wiki/A*_search_algorithm.
Tbh, I was actually hoping someone else (who's already seasoned with coding and programming) would take on this project, as it would take me a long time to finish this.
(1st April 2022, 2:30 AM)Delphinoid Wrote: As for the personalities, you haven't really defined any. The list of words is nice, but they don't actually describe any specific behaviours (asides from being able to abuse glitches, more on that later). How people prefer to respond to the decisions they're met with is generally how the kinds of personalities you're talking about emerge. In an average PR2 race, though, players aren't really posed with many (or any) decisions: the skill is almost entirely in raw execution and nothing else. As a result, it's difficult to be expressive with your playstyle, let alone to decompose any of the subtle playstyles that might exist into "flowcharts" so that a computer can emulate them.
So, what's the difference between an AI's behavior on a gaming console vs. a flash game? The reason I asked that is because I pulled the personalty ideas from a game that's played on a gaming console, hoping they would coexist and have similar standards like a flash game would.
(1st April 2022, 2:30 AM)Delphinoid Wrote: If you wanted to have different difficulties, I think the best way would be to just change their stats, and maybe you could have hints specific to each difficulty (like a hint to perform a glitch or something). Doing certain glitches, like falling through corners, would probably be really annoying to implement and not really worth it though. Maybe if you wanted to use an A* search between checkpoint hints, you could also configure its radius based on the difficulty.
You should have a think about how you would go about programming something like this, and try it out for yourself.
Changing their stats is definitely in angle I would want to see, happen. On the other hand, I intentionally want them to fall through corners because if done successfully (giving them an advantage over people who don't know the glitch yet), would leave other players, frustrated. They would also be good for frustration levels, traps, etc.
If I were a programmer (which I'm not), I would give them elaborate hints that would guide them through difficult glitches, using certain stats. The goal is to have them play, unfairly to complicate things for people in higher difficulties.