I manually placed the waypoints by hand with a small tool I made in a few hours. Also, utility AI has nothing to do with generating a graph. I haven't 100% tried out the theory though but it sounds interesting heh =/.
[feel free to skip this paragraph]
I did a simple test with it a few months ago. The test game was a text-console-based battle with the AI. The only stat was Health and both me and the AI can either heal or attack. The AI considered it's own health and my health if I remember correctly. If I had high health and he was low, he'd heal. If I was low on health and he was high, I'd end up healing (or occasionally attacking) alot. He'd be pretty aggressive and continue to attack. If we were both very low on health, despite the AI's health being low (or lower), it would continue to aggressively attack. If I panicked and tried to heal up towards 100%, the AI would continue to attack until I gained "too much" health that attacking was no longer worth it - and it would start to heal also. That's what I was going for and I was pretty happy that it ended up like that. I'd say the hardest part was coding up a way to make the equations data. Today, I just use lua to create the equations instead of trying to parse them in c# or through a string. *I didn't implement utility AI in the game yet*
Thanks for the heads up. I know about Monogame, and have tried it multiple times, but there's always some issue that gets in the way =/. I don't need to move away from XNA, so I decided not to yet. The only con I see from no more future XNA support is that there won't be any cool updates, but I don't really need any update as far as I'm aware. If there is a high enough demand for support for another system, then I'll try to move to Monogame again or something else.
[feel free to skip this paragraph]
I did a simple test with it a few months ago. The test game was a text-console-based battle with the AI. The only stat was Health and both me and the AI can either heal or attack. The AI considered it's own health and my health if I remember correctly. If I had high health and he was low, he'd heal. If I was low on health and he was high, I'd end up healing (or occasionally attacking) alot. He'd be pretty aggressive and continue to attack. If we were both very low on health, despite the AI's health being low (or lower), it would continue to aggressively attack. If I panicked and tried to heal up towards 100%, the AI would continue to attack until I gained "too much" health that attacking was no longer worth it - and it would start to heal also. That's what I was going for and I was pretty happy that it ended up like that. I'd say the hardest part was coding up a way to make the equations data. Today, I just use lua to create the equations instead of trying to parse them in c# or through a string. *I didn't implement utility AI in the game yet*
Thanks for the heads up. I know about Monogame, and have tried it multiple times, but there's always some issue that gets in the way =/. I don't need to move away from XNA, so I decided not to yet. The only con I see from no more future XNA support is that there won't be any cool updates, but I don't really need any update as far as I'm aware. If there is a high enough demand for support for another system, then I'll try to move to Monogame again or something else.