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thewreck



Registered
  05/02/2002
Points
  1554
22nd August, 2004 at 07:04:00 -

The architechture of the game works like this:

the communication between the AI attachment and the Main Game will be done by Global Functions, The processing of the info gained can be thru any object, so in that sense, there are objects to play with, given you use them to process the info collected, and then later issue the commands suitable.

secondly, you are given objects to play with in another manner. i plan on making commands for more advanced object manipulation thru the global functions, for example, each bot will have a number of objects which can be moved around freely in the game by the AI attachment, this object will return info to the AI attachment, as in, did it collide with anything, is there a powerup there, is that a wall, is that an enemy shot. and so forth. But dont get me wrong here, thats not the only way of gaining info, all shots flying around the map will be listed in a data list sent to the AI attachments so that they can react appropietly, (similar lists will be sent of most aspects of the game)

The AI attachments will also have access to the raw map data, making it easy for the AI coder to know exactly where everything is on the map. This will hopefully also make pathfinding programming easier on the AI coders behalf.

also, in addition to that, the CCN+global function structure makes the whole thing very secure, you cant just move the bots anyway you like, you need to use the commands availible to the bot, altough these will be plenty, and not limited to just bot manipulation.

Image Edited by the Author.

 
mm

thewreck



Registered
  05/02/2002
Points
  1554
22nd August, 2004 at 07:24:04 -

i might aswell take the opporunity to describe the bots capabilities:

360 degree aiming of course,

seamless movement with ability to sprint at the cost of stamina (can pick up more stamina on level). Movement is faster if bot looks in direction of movement.

regular shots, bouncing shots, ability to define strength of shots, more power = more reloadtime and ammo use.

4 game modes:

Deathmatch, Capture the flag (only captures counts as points), Reach Goal (no shooting), Hold the Token (holder cant shoot).

Doors, gravity objects which pull shots towards it and other active stuff can be placed on the map.

other pickups are ammo and health.

game progressing very fast, mapeditor done, all settings screens are done, main game loads maps, spawns bots, bots physics added, bots shooting added, AI attachments' most basic functions done.

work continues.

 
mm

醤油の兵士

Almost Human

Registered
  12/06/2002
Points
  173

VIP Member
22nd August, 2004 at 14:05:26 -

are we allowed to use the enemies coordinates when within your LOS? And to keep things balanced so people don't make über powerful bots, make it so you have a number of "creation points" (like in sports videogames) and so you can only have so much power and can be distributed to wherever you want, Bot speed, Bot Armor, Attack Power, Attack Speed...etc...

What information in general will be accessable by the bot?
FISI could have helped make this engine so much easier

 
As a boy, I wanted to be a train. I didn’t realize this was unusual—that other kids played with trains, not as them.

thewreck



Registered
  05/02/2002
Points
  1554
24th August, 2004 at 13:03:28 -

in case anyone is interested (which is unlikely =| ) im gonna post an update:

engine working super, ai attachments communicating well with the main game, information and command flow between the apps is up and running. Bots of same AI can fight eachother, right now two of my 'thewrecks groovy ai' bots are fighting it out behind this forum window.

im quickly approaching the level at which i will need people to try out this thing for themselves, for testing purposes, alpha stage kinda.

but im not there just yet.



 
mm

ChrisB

Crazy?

Registered
  16/08/2002
Points
  5457
24th August, 2004 at 14:09:32 -

RE: bot firing capabilities. I want a submachine gun, but it would suck if you lost like 10% of your health for each shot. Can you have some kind of 'weapon property' system that deals damage in relation to bullet size? (i.e. you die if you use a big tank cannon or something.)

 
n/a

Keatonian



Registered
  15/07/2002
Points
  571
25th August, 2004 at 18:26:18 -

Man, if you make it MMF only, I'll kill myself. Wait, change that to "kill you".

 
-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.

Radix

hot for teacher

Registered
  01/10/2003
Points
  3139

Has Donated, Thank You!VIP MemberGOTW WINNER CUP 1!GOTW WINNER CUP 2!GOTW WINNER CUP 3!GOTW WINNER CUP 4!
25th August, 2004 at 20:28:34 -

Perhaps someone should do an event for the challenge in TGF.

 
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