What are the possible options for AI path-finding etc when the world is "partitionned"?

Posted by Sebastien Diot on Game Development See other posts from Game Development or by Sebastien Diot
Published on 2012-06-03T12:07:43Z Indexed on 2012/06/03 16:48 UTC
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If you anticipate a large persistent game world, and you don't want to end up with some game server crashing due to overload, then you have to design from the ground up a game world that is partitioned in chunks. This is in particular true if you want to run your game servers in the cloud, where each individual VM is relatively week, and memory and CPU are at a premium.

I think the biggest challenge here is that the player receives all the parts around the location of the avatar, but mobs/monsters are normally located in the server itself, and can only directly access the data about the part of the world that the server own. So how can we make the AI behave realistically in that context?

It can send queries to the other servers that own the neighboring parts, but that sounds rather network intensive and latency prone.

It would probably be more performant for each mob AI to be spread over the neighboring parts, and proactively send the relevant info to the part that contains the actual mob atm. That would also reduce the stress in a mob crossing a border between two parts, and therefore "switching server".

Have you heard of any AI design that solves those issues? Some kind of distributed AI brain? Maybe some kind of "agent" community working together through message passing?

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