Difference between revisions of "Category:AI"

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AI stands for [[Wikipedia:Artificial Intelligence|Artificial Intelligence]] and controls the behaviour of all but the simplest of NPC actions. Source's AI is not to be confused with Half-Life 2's restrained implementation of it: it is very powerful and very clever. This category will provide an overview of how to implement and manage AI in your Source game or map.
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AI stands for [[Wikipedia:Artificial intelligence|Artificial Intelligence]] and controls the behaviour of all but the simplest of NPC actions. Source's AI is not to be confused with Half-Life 2's restrained implementation of it: it is very powerful and very clever. This category will provide an overview of how to implement and manage AI in your Source game or map. As an alternative to AI, NPC actions can also be controlled by [[:category:Choreography|Choreographed Scenes]]<!-- and [[Inputs and Outputs]] ? -->.
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== Decision making ==
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*[[Decision_Making_Overview|Overview]]
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*[[NPC Sensing|Sensing]]
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*[[Condition|Conditions]]
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*[[State|States]]
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*[[Schedule|Schedules]]
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*[[Task|Tasks]]
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== AI concepts ==
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*[[NPC_Memory|Memory]]
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*[[Ai relationship|Relationships]]
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*[[Readiness]]
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*[[Squads]]
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*[[Behaviors]]
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**[[Behavior_ActBusy|Act Busy]]
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**[[Assaults|Assault]]
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**[[Ai_goal_follow|Follow]]
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**[[Behavior_FuncTank|FuncTank]]
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**[[Ai_goal_lead|Lead]]
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**[[Behavior_Police|Police]]
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**[[Standoffs|Standoff]]
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*[[Interactions]]
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*[[Move and Shoot]]
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*[[Look Targets]]
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== Navigation ==
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=== Map-level ===
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*[[Nodegraph]] (HL2) or [[Navigation Meshes]] (CSS)
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*[[hint nodes|Hint Nodes]]
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*[[Assaults]]
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*[[Node|AI Nodes]]
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*[[Path Corners]]
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*[[Routes]]
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*[[npc_route]]
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*[[Track Pathers]]
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=== Code-level ===
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*[[Move Probes]]
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*[[Move Solver]]
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*[[Plane Solver]]
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*[[Local Navigator]]
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*[[Navigator]]
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*[[Motor]]
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== Animation ==
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*[[NPC Activities & Sequences|Activities]]
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*[[Anim Events]]
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== Speech ==
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*[[Speech Overview]]
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*[[Response System|Response Rules]]
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*[[Sentences]]
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{{category newcolumn|rowspan=1|width=50%|background-color=white|border-color=#E4DCCD}}
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== Map-level routines ==
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*[[Actbusy]]
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*[[Assault|Assaults]]
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*[[Standoffs]]
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*[[Squads]]
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== Introduction to AI programming ==
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*'''[[Creating an NPC|Make a new NPC]]'''
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*[[Add a new attack to an NPC]]
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*[[Make an NPC move somewhere]]
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*[[NPC Debugging|Debug an NPC problem]]
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*[[AI Perception Behavior Enhancement|Make NPCs investigate noises]]
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== Good NPCs to learn from ==
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*[[AILearn_Zombie|Zombie]] (Basic Melee NPC)
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*[[AILearn_CombineSoldier|Combine Soldier]] (Fully fledged Squad NPC)
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*[[AILearn_Alyx|Alyx]] (Companion NPC)
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*[[AILearn_Rollermine|Rollermine]] (Physically simulated NPC)
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== NPC base classes ==
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*[[Base NPC]] (CAI_BaseNPC)
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*[[Base Humanoid]] (CAI_BaseHumanoid)
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*[[Base Actor]] (CAI_BaseActor)
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*[[Player Ally]] (CAI_PlayerAlly)
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*[[Player Companion]] (CNPC_PlayerCompanion)
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*[[Expressor Host]]
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*[[Behavior Host]]
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== Debugging ==
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* ''[[:Category:AI_Commands|AI Debugging Commands]]''
  
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{{category end}}
  
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''Return to the [[SDK Docs|Source Engine WIKI home]] for a full list of articles.''
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__NOTOC__
  
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''If you cannot see a list below this notice, [[:Category:AI#|click here]].''
  
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Latest revision as of 03:09, 22 January 2017

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AI stands for Artificial Intelligence and controls the behaviour of all but the simplest of NPC actions. Source's AI is not to be confused with Half-Life 2's restrained implementation of it: it is very powerful and very clever. This category will provide an overview of how to implement and manage AI in your Source game or map. As an alternative to AI, NPC actions can also be controlled by Choreographed Scenes.

Decision making

AI concepts

Navigation

Map-level

Code-level

Animation

Speech

Map-level routines

Introduction to AI programming

Good NPCs to learn from

NPC base classes

Debugging

Return to the Source Engine WIKI home for a full list of articles.


If you cannot see a list below this notice, click here.

Subcategories

This category has the following 4 subcategories, out of 4 total.

A

N