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Kramy



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  08/06/2002
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28th July, 2004 at 22:24:36 -

That or make some program that everyone has to download that converts it into whatever format the game uses.(IE a proggie that lets you select actions from lists to make triggers, which then gets saved as MMF array, for the "game" to interpret)

 
Kramy

Keatonian



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28th July, 2004 at 23:29:03 -

I've had this idea for a long time.
Muggus, I love you.

In any case, it would be best to make this not really
programmed in MMF/TGF, I think. Then again, that is basically
Robocode, or Roboforge then.

We would need some kind of limits...

Ah! There are house projectiles. They can be shot and may not home-in.
They have 2 properties:
Power=(dmg)
Speed=(reload time)
Then always reduce ValueA by 1. If ValueA is 0, and conditions
are met, launch projectile and set ValueA to Speed of Projectile.
The more speed, the faster.

I might make an example

Image Edited by the Author.

 
-Above post is ancient and probably irrelevant-

An old account of mine, recently cleared out. It's a blast to the past, the age was marked as 14 when I found it. If you know where to look, you can track me. Au revoir.

Keatonian



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29th July, 2004 at 00:05:59 -

http://www.freewebs.com/keatonian/files/HouseGuns.gam

Up/Down Switch Guns.
Ctrl:Shoot

Image Edited by the Author.

 
-Above post is ancient and probably irrelevant-

An old account of mine, recently cleared out. It's a blast to the past, the age was marked as 14 when I found it. If you know where to look, you can track me. Au revoir.

Assault Andy

Administrator
I make other people create vaporware

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29th July, 2004 at 01:28:54 -

Sounds like a brilliant idea.

 
Creator of Faerie Solitaire:
http://www.create-games.com/download.asp?id=7792
Also creator of ZDay20 and Dungeon Dash.
http://www.Jigxor.com
http://twitter.com/JigxorAndy

thewreck



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  05/02/2002
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  1554
22nd August, 2004 at 02:02:56 -

i like this idea, it got me kinda inspired accually.

therefor i have started maknig an app like this. If it becomes anything of interest i'll show it later on. anyhow, its planned features are:

* AI code thru ccn:s, a wide array of numbers are spewed into this AI attachment from the main game, and a likewise large database of commands are availible for the AI attachment to be sent to the main game, commanding the battletant.

* an AI attachment template with all numbers and functions explained. After that, the AI-coder is free do code the AI however he or she wants, limiting the code to vitalized extentions.

* The main game is set up so that you load two AI attachments and have them battle eachother.

* Game setting is top down action game, Map editor is supplied aswell, (The AI should be able to handle all kinds of maps dont ya think? =D )

* mapeditor will be supplied with a numerous amount of special tokens which can be placed, such as Goal (for obstacle courses), Powerups, important zones, protected area and so on. The positions of these zones are then used by the AI attachment ANY way the ai coder wants to use it. They are not precoded at what they do or anything, just to give AI coder more room for experimentation.

* (forgot one feature) Each bot will have a logo representing it, this logo can be customized into infinity since its a part of the AI attachment, making adding small sprinkles or animated effects easy! (even adding sound comments would be possible!)
stay tuned for updates on the progress.

Image Edited by the Author.

 
mm

Radix

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22nd August, 2004 at 02:22:49 -

I've started work on the battle pit engine, I should have it finished tonight. Actually, it should be finished now, but MMF refuses to treat its groups properly, so I'll have to divide the engine in half rather than doing it the right way.

How it works is you write the AI of your bot inside it's behaviour editor (in MMF1.2, I guess TGF entrants are screwed), and the engine handles all the movement and stuff, triggered by setting flags inside the bot. It's actually really a battlebot programming app rather than an AI one, in that there are a limited number of stimuli that you can respond to and actions you can take. For example you cannot use the coordinates of the enemy in your calculations, only a simple line-of-sight detector to seek them out. If that isn't your cup of tea fear not; as far as I know this'll be a challenge of multiple parts. That is of course if anyone makes any more parts.

 
n/a

thewreck



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22nd August, 2004 at 02:46:09 -

the idea behind the AI game is that the AI coders have supreme knowledge of the gamesituation. I want to give the bots maximum possible information as far as to the positions of incoming enemy projectiles.

i dont want two bots blindly walknig around trying to find anything, i want two bots furiously killing eachother, in smart ways. Hopefully it will be accomplished =

 
mm

Radix

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22nd August, 2004 at 03:18:47 -

Want a cookie? There are many aspects to game AI. I'm sure your app can also be a part of the challenge.

 
n/a

thewreck



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22nd August, 2004 at 03:36:15 -

oh, i think u misunderstood, my post wasnt aimed at your post, if you sensed any hostility its all a misunderstanding, i was going to post that message before you posted yours.

anyway. thanks for the reassuring words =

when i write AI game, i refer to my specific game, not the idea of an ai game, and when saying i dont want two bots running around, i simply explain why im doing what i am.

 
mm

Muggus

Possibly Insane

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22nd August, 2004 at 03:53:39 -

I look forward to seeing your battle pit engine Radix.
Are going to have it so that players get the battle pit engine and make the behaviour for the bot(s), or by some other means?

I'll probably have to see it first eh!

 
MUGGUS
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STOUT ANGER!!!

Radix

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22nd August, 2004 at 04:03:40 -

Well, the engine treats the bots by group, so all entrants have to do is edit the behaviour (from, say, a slimmed-down version of the final product), change the name and animations if they want, then the object can be copied into the battlepit and run without modifying the enigne at all.
The idea is for game to contain all of the competitors' bots, then you can select any two from a list and see them battle, all with minimal effort from me. Originally it would've been possible to have any number of bots involved in a fight, but MMF is refusing to obey its master so I'll have to limit it to two.

Edit:
I just had a thought, are libraries made in MMF1.5 compatible with 1.2?

Image Edited by the Author.

 
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thewreck



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22nd August, 2004 at 05:14:39 -

oh just thought of anther neccesary feature:

* replay function, to review fought battles!

aswell as for holding online tournaments, like a couple of bots enter a tournament, its fought out on some computer, and the replays and results are then put on the net.

 
mm

Muggus

Possibly Insane

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22nd August, 2004 at 05:35:29 -

Hmmm there may be a number of compatibility errors. Especially when crossing over from MMF 1.2 to 1.5...depending on what the code is like.

 
MUGGUS
Come and annoy me more at
www.muggus69.tk
STOUT ANGER!!!

Tigerworks

Klik Legend

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22nd August, 2004 at 05:39:52 -

How are you going to make sure all bots have the same speed and weapon etc.?
How does the CCN architecture for thewreck's method work? Is it all Global Functions or do you actually get objects to play with?

 
- Tigerworks

Radix

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22nd August, 2004 at 05:56:26 -

The bots' movement and weapons are handled externally. All you can do is switch flags and do calculations inside the bot. Weapons also do slight damage to the firer, so you can't just have your bot running around firing fifty shots a second (or you could, but that would screw you if you miss).

Anyway, the (basic) engine is done. I'll finish off the readme and upload it momentarily.

EDIT:

The Battlepit event, instructions, and one stupid bot:
http://www.geocities.com/radix_13/TDC-Battlepit.zip

Everyone's welcome to have a look and start playing with bots, but note that the challenge hasn't started yet. This is only the first event.

Image Edited by the Author.

 
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