Difference between revisions of "Category:AI"

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(Introduction to AI programming)
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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]] ? -->.
 
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 ==
 
== Decision making ==
*[[Принятие решения_обзор_создания|Overview]]
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*[[Decision_Making_Overview|Overview]]
*[[NPC разум|Sensing]]
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*[[NPC Sensing|Sensing]]
*[[Условие|Условия]]
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*[[Condition|Conditions]]
 
*[[State|States]]
 
*[[State|States]]
 
*[[Schedule|Schedules]]
 
*[[Schedule|Schedules]]
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*[[Behaviors]]
 
*[[Behaviors]]
 
**[[Behavior_ActBusy|Act Busy]]
 
**[[Behavior_ActBusy|Act Busy]]
**[[Behavior_Assault|Assault]]
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**[[Assaults|Assault]]
**[[Behavior_Follow|Follow]]
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**[[Ai_goal_follow|Follow]]
 
**[[Behavior_FuncTank|FuncTank]]
 
**[[Behavior_FuncTank|FuncTank]]
**[[Behavior_Lead|Lead]]
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**[[Ai_goal_lead|Lead]]
 
**[[Behavior_Police|Police]]
 
**[[Behavior_Police|Police]]
**[[Behavior_Standoff|Standoff]]
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**[[Standoffs|Standoff]]
 
*[[Interactions]]
 
*[[Interactions]]
 
*[[Move and Shoot]]
 
*[[Move and Shoot]]
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== Introduction to AI programming ==
 
== Introduction to AI programming ==
*'''[[Creating an NPC|Создание нового NPC]]'''
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*'''[[Creating an NPC|Make a new NPC]]'''
 
*[[Add a new attack to an NPC]]
 
*[[Add a new attack to an NPC]]
*[[Создание NPC передвижения (куда-либо)]]
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*[[Make an NPC move somewhere]]
 
*[[NPC Debugging|Debug an NPC problem]]
 
*[[NPC Debugging|Debug an NPC problem]]
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*[[AI Perception Behavior Enhancement|Make NPCs investigate noises]]
  
 
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''Return to the [[SDK Docs|Source Engine WIKI home]] for a full list of articles.''
 
''Return to the [[SDK Docs|Source Engine WIKI home]] for a full list of articles.''
{{otherlang:en}} {{otherlang:en:es|:Category:Modding:es}}
 
 
__NOTOC__
 
__NOTOC__
  

Latest revision as of 15:10, 29 August 2021

English Русский

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