Using big-brain for target selection in an aiming system?
I'm figuring out how to model the following scenario:
- An automated turret/laser needs to figure out which entity to target
- Targetable entities have a value
- The turret wants to maximise the total value of the enemies it's killing
It seems like it should be straightforward - the turret is the `Thinker`, the action it can take is `Aim { target: Entity }`, and there is a `Score` for each targetable entity, derived from its value/worth.
Questions:
- Is this the right way to think about utility ai/big brain? It feels like my approach is problematic because there's no type-level difference between different Aim instances, so there's no 'decision' being modelled
- If it can be done with big-brain, how can I ensure each targetable entity has a `Scorer`? How can I model actions which are too numerous to be known at compile time?
关闭于 2024-12-14 3 条评论