's Multi-Threaded Dynamic Pathing System, Full Physics Support

Food for thought

Hi ! :slight_smile:
I’ve been a long time (lurking) watcher of thread and figured I’d say hi and put in some input on your system thus far :smiley:

I think one of the next steps to truly level-up your AI system would be to add cooperative AI goals for AI to accomplish certain tasks they could not do by themselves. You can for example have:

  • Have 2 AI work together to push up the other AI to a previously inaccessible ledge.
  • Detection that a fellow AI is in trouble than seek out & protect it using a swarm/hive-mind type behaviour e.g. a medieval game where all the AI with shields lock into each other when a arrow-storm is upon them :smiley:
  • A physics based object is blocking the path to an objective and the AI can work together in numbers to move the obstacle.
  • And much much more :wink:

I believe another improvement you could make and which would be pretty straightforward to implement, would be the ability for AI to recognise edges of an object when path-finding and depending on whether it is above or below, decide whether to climb up the ledge or drop down the ledge/hole to the level below.

Just for giggles you could perhaps make an ant colony AI path-finding system to allow AI to allign themselves into structures to get to previously inaccessible heights e.g. making a human pyramid/ladder/slop.

Food for thought :wink:

[HR][/HR]
Moreover,
Have you heard of Kythera AI? I’ve been following them since Umbra was first announced as a showcase piece on Crydev.net back in the day :cool:

Star Citizen now uses their middleware as well :smiley:

Anyhow,
My point to all of is that you might be able to gain some new ideas for your own AI path-finding system and perhaps also work out ways to make improved versions of features within Kythera AI for Unreal Engine 4.

Some interesting Case Studies you should consider reading:

[HR][/HR]**
P.S.** How’s things going with your AI pathfinding system by the way, I hope all is well?