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Old 04-20-2009, 02:56 PM
Bobb4 Bobb4 is offline
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Quote:
Originally Posted by Feuerfalke View Post
Different goals and different problems.

In contrast to the real world, a plane in a game flies in a virtual environment. Everything put into the game is calculated and therefore for terms of simplicity transfered into the AI-routines as necessary. No need to adopt to unknown territory or obstacles.
A simple example: When Flak fires at an AI-plane, it can be noted by simply setting a variable, telling the AI it is under fire. Another example is the spider-sense in IL2 that warns an AI pilot as soon as a fighter is in a given distance. In the real world, the AI would have to be able to interpret sensors to even identify such a threat and out of the masses of information gained from the sensors and that is a difficult task.

On the virtual battlefield, the AI also tries to incorporate human behavior. SoW will even incorporate fear, fatigue, aggressiveness, skill, etc. That's exactly the points you want to eliminate for autonomous RL planes.
You know this site is going down hill when we move from talking IL2/SOW to UAV's
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