NathanRahl Posted August 29, 2002 Share Posted August 29, 2002 I looked through the AI code this afternoon and came to the part where the bot chooses which force to use. To my absolute surprise I found the bot only has a priority list and goes through this list! Am I mis-reading something here or is it really that simple...??? If there are sources for the bots decision-making other than ai_main.c someone know where...? Any experts comments? Link to comment Share on other sites More sharing options...
NathanRahl Posted September 2, 2002 Author Share Posted September 2, 2002 *bump* No one tried to alter the bot code yet...? Link to comment Share on other sites More sharing options...
The Eternal Posted September 3, 2002 Share Posted September 3, 2002 i haven't really read trough the bot code.. but the selection of which powers to use mostly depends on the current state of the enemy (range etc) but basically yeah but ingame this is basically the same a player does.. if an enemy is near and they like using lighting, (and have enough power) they use it the problem is with the bots that they use it a little much.. (whenever they have the chance basically ) so that sometimes sucks during bot games Link to comment Share on other sites More sharing options...
Azymn Posted September 4, 2002 Share Posted September 4, 2002 If there are sources for the bots decision-making other than ai_main.c someone know where...? Not that i've seen - i had to edit the code you're referring to in order to allow bots to use both light and dark powers, and it's just as simple as you think. The algorithm is very limited in regard to how a bot chooses which force power to use. That's why they spam lightning and stuff, like Eternal said. Link to comment Share on other sites More sharing options...
NathanRahl Posted September 4, 2002 Author Share Posted September 4, 2002 Maybe it's true that humans act like that as well, since they have force power preferences... but they use strategy as well, try to guess their opponent's next action etc. Do you think bots would benefit from a more complex/versatile behaviour...? Link to comment Share on other sites More sharing options...
Azymn Posted September 5, 2002 Share Posted September 5, 2002 Do you think bots would benefit from a more complex/versatile behaviour...? Certainly. But it would be more work than one might expect. Tchouky and i are likely going to work together on adding some bot jetpack AI in the future. Tchouky already strapped a bot into a jetpack and it worked pretty well. He's got a thread in here on the topic: "bots and jetpacks : 1st test" Check out the demo. Link to comment Share on other sites More sharing options...
NathanRahl Posted September 5, 2002 Author Share Posted September 5, 2002 I know it's some work... I'll be doing this on a university-basis. I am familiar with AI techniques and love computer games... so why not combine those two? *g* I'll give those a try: learning, knowledge bases, reasoning, search algorithms, planning, uncertainty, agents... First I'll have to choose which of those would have a practical impact. What aspects of bots are most interesting to improve? Link to comment Share on other sites More sharing options...
keo718 Posted September 5, 2002 Share Posted September 5, 2002 Force power usage and combat intelligence(Force power usage intellect, using powers to thier advantage, absorb against lightning attacks, force push more in saber locks, force pushing more when force gripped, pushing people into pits, using their highest rated force powers, combining attacks, strategic thinking during lightsaber battles - hiding around corners, behind structures to prevent getting shot, sniping players) I think bot AI should provide for improvisation. They should loosely follow the botroutes, improvising along the way depending on the situation. Link to comment Share on other sites More sharing options...
ASk Posted September 5, 2002 Share Posted September 5, 2002 well... I have a knowledge in neural networks and back-propagation algorithms. The problem is, a neural net for this game would require LOTS of training, but some half-smart bots may emerge Link to comment Share on other sites More sharing options...
NathanRahl Posted September 6, 2002 Author Share Posted September 6, 2002 ASk: Neural networks would generally be sweet to teach the bots to play... but as you have said, it would take too much training time! Maybe I'll try some reinforcement learning, combined with uncertainty and a suitable knowledge base... keo718: Most important thing for me is "intelligent useage of force power", which probably is complex enough! Next would be knowledge acquisition, getting to know the human players and some "action-guessing" from the bots... Don't know yet what I will be able to accomplish... Link to comment Share on other sites More sharing options...
keo718 Posted September 6, 2002 Share Posted September 6, 2002 Most important thing for me is "intelligent useage of force power", which probably is complex enough! That is a very good start. I think that alone will make bots(with force power) alot more challenging. Link to comment Share on other sites More sharing options...
keo718 Posted September 6, 2002 Share Posted September 6, 2002 One other problem that should be addressed. When bots' sabers fall to the ground, it takes them a very long time to summon it back. Meanwhile, they run right up to you defenseless as sheep to the slaughter. Link to comment Share on other sites More sharing options...
Slunker Posted September 6, 2002 Share Posted September 6, 2002 If you're going to make bots more intelligent, try and put what you make in control of the .jkb files. Make a new way of writing down the priorities, etc. so that admin can still have full control (in reality, more control) over the bots. -Slunker Link to comment Share on other sites More sharing options...
Slunker Posted September 6, 2002 Share Posted September 6, 2002 Oh! And control over lightsaber fighting styles! At the very least, control over which stances they prefer, but if you want to make this a long-term project, I'd seriously suggest different lightsaber "classes" for the player to choose from. And if you wanted to get REALLY ambitious, you could instead let the player decide the things that go into said "classes" and totally customize the way each bot fights individually. And I guess you could extend to other weapons... and perhaps a more complicated scripting system, at least for chatting, rather than the state-change stupidness of the .jkb format... Wow! I'm not sure if all that is possible or what, but wouldn't it be COOL? *grins, grumbles something about going back to the source code and learning some more* -Slunker Link to comment Share on other sites More sharing options...
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