Create your own AI!

Yanman.be

Yanman.be

Banned

Join Date: Dec 2005

Belgium

[ROSE]

A/

I'm learning IT right now, and we're working on Java. Java's pretty cool'n all, but you gotta keep different things in mind. That is why sometimes we are allowed to use Robocode, a kind or arena game for robots. You program your own robot ( in a java-based AI code ) and let them fight. See who programmed the best robot.


How about implementing such a tool in GW itself?

Dunkoro: if Yanman.health < 1/2*Yanman.health.max
{Word of Healing = target.Yanman
}

Stuff like this. I'll work on it later too.

dirtydutch

dirtydutch

Ascalonian Squire

Join Date: Jun 2006

Japan

Steel Phoenix [StP]

Mo/Me

Quote:
Originally Posted by Yanman.be
I'm learning IT right now, and we're working on Java. Java's pretty cool'n all, but you gotta keep different things in mind. That is why sometimes we are allowed to use Robocode, a kind or arena game for robots. You program your own robot ( in a java-based AI code ) and let them fight. See who programmed the best robot.


How about implementing such a tool in GW itself?

Dunkoro: if Yanman.health < 1/2*Yanman.health.max
{Word of Healing = target.Yanman
}

Stuff like this. I'll work on it later too. Maybe im whinning butt you know what Anet is saying about a third program.

Yanman.be

Yanman.be

Banned

Join Date: Dec 2005

Belgium

[ROSE]

A/

But I'm talking about an in-game editor, supported by A.Net. This idea is just for kicks though.

Dazzen

Dazzen

Academy Page

Join Date: Jan 2006

Wouldn't be very accessible to most players, especially if you're keeping your object oriented syntax example

I don't think Anet would allow this anyway, thought i like the idea (I'm allright with coding).

Yanman.be

Yanman.be

Banned

Join Date: Dec 2005

Belgium

[ROSE]

A/

It could get easier if you make a GUI version ( like word vb editor I think ) where simply select target, condition, and action etc.

Mugambi

Pre-Searing Cadet

Join Date: May 2006

Yeah, the old pseudo-turn-based Baldurs Gate series for PC had javascript-like language for customizing NPC behavior. I would certainly love for A-Net to provide us that level of granularity for hero AI.

Nightfall is wrapped under my Christmas tree, so I haven't seen the interface yet, but just from reading here, I think I'm going to be disappointed in the level of control we have.

Don't get me wrong, I think they will be great compared to henchies, pets, and minions, but I'll still be wishing for the scripting engine controls like you suggest.

CHUIU

Krytan Explorer

Join Date: Mar 2006

Team Legacy

N/

It would require a lot of coding from both ANET and the player, but its possible. Just look at games like FF12.

strcpy

strcpy

Desert Nomad

Join Date: Jul 2005

One of Many [ONE]

I've thought that from the beginning. I'm willing to bet that they use some form of a little language for their AI anyway.

It wouldn't take a huge amount of effort on the players - just like we can now go to guildwiki and copy a template no reason one can not do so with new AI. It doesn't really even need to be in game editor, just load a script from a directory (that is a common way many games load their AI). If the henchies could read the chat window players could even add complex hench control from chat commands.

Not so sure I see it happening though. It may very well take a huge amount of effort (do not know their code base, could be easy, could be hard) and their time is better spent on other features. Plus there is already enough complaints about not finding a group. Right now the heroes are pretty well balanced with regards to not screwing either side (us henchie players get decent skills and team builds with the AI and the human groupers still are superior).

mys master

Academy Page

Join Date: Dec 2005

N/Mo

while (koss hp == .5*kosshp)
{ Skill frenzy;
Skill heal signet;
}

^_^ sounds like fun but its never guna happen =D

xiii_gt

Pre-Searing Cadet

Join Date: Dec 2006

anets lazy

Yanman.be

Yanman.be

Banned

Join Date: Dec 2005

Belgium

[ROSE]

A/

What's A.Net's main programming language? Anyone got an idea?

jimmy_logic

jimmy_logic

Wilds Pathfinder

Join Date: Sep 2005

R/

I would haphazard a guess, some form of C with bits and pieces in other languages namely ASM. I would say thats the main language for the game engine the others I would say different. I wonder if its object oriented though.

Barrett

Barrett

Lion's Arch Merchant

Join Date: Feb 2006

UK

W/

A Program To Tell Heros When To use what skills on people etc is what i want
so like Only Grenth Balance When Enemy Has more health only use rez signet if no1 else on team has proper ress Only Use Word Of Healing When at 45% Hp / Only Infuse Health when there not under attack and have 100%HP And Target Has Under 20%health

Amok Affinity

Frost Gate Guardian

Join Date: Aug 2006

[XoO]

E/

Best. Idea. Ever.

p.s. Robocode rocks!

Amok Affinity

Frost Gate Guardian

Join Date: Aug 2006

[XoO]

E/

Quote:
Originally Posted by Yanman.be
What's A.Net's main programming language? Anyone got an idea? Just a shot in the dark here but I'd say most likely C++

Yanman.be

Yanman.be

Banned

Join Date: Dec 2005

Belgium

[ROSE]

A/

Quote:
Originally Posted by jimmy_logic
I would haphazard a guess, some form of C with bits and pieces in other languages namely ASM. I would say thats the main language for the game engine the others I would say different. I wonder if its object oriented though. Yeah, assembler would be used for the engine and other fast applications (networking ) I guess.


And Barrett, your post is near-illegible....

Horuku

Horuku

Academy Page

Join Date: Aug 2006

Colorado

Eva Champloo [EvaC]

W/Mo

They just need to add the ability to tell your henchman what to do and when to do it like string skills together or cast something only if health below 75%. I guess it would be overpowered...

Wrath Of Dragons

Wrath Of Dragons

Burninate Stuff

Join Date: Aug 2005

New Mexico

E/Mo

The main game code would be in C++, and in most cases, external tools would be done in C#

ubermancer

ubermancer

Jungle Guide

Join Date: Jul 2005

******************* Refuge From Exile [RFE]

Quote:
Originally Posted by Wrath Of Dragons
The main game code would be in C++, and in most cases, external tools would be done in C# Visual C++, of course

strcpy

strcpy

Desert Nomad

Join Date: Jul 2005

One of Many [ONE]

First off, I've never written any game more than just a joust clone or simple side scroller, and then that was back in the 90's. Most of my work is in compiler theory and high performance computing (mainly the infrastructure part - high speed message passing algorithms)

I would guess c++ for most of it. Well written C++ code can run quite fast, there is little need for assembler any more outside of things like embedded systems, device drivers, and really small tight loops. It is *really* hard to beat todays compilers, so much so that even most of the traditional assembly projects have switched over.

As to if VC++ - dunno, there are quite a few good project suites out there but were I to hazard a guess I would say VC++.

Typically the AI is implemented in some form of a list processing language - they just tend to be able to express AI's extremely well. So well that it is typically worth implementing a "little language" within your software to do so. I do not know if there are canned packages out there for it, I suspect there probably are. If not, I've implemented several in a few weeks including testing (though, again, not for gaming purposes), I'm sure their programmers are quite familiar with this as it was standard back in the 90's when I dabbled in gaming.

You see this in most games where the user can edit the AI.

But, all this is speculation based on how most projects work. It could be incorrect in every part depending on what skills their staff posses (much better off building around your teams ability that forcing a rigid "correct" structure that you team doesn't possess the skills for and would need to learn).

Yanman.be

Yanman.be

Banned

Join Date: Dec 2005

Belgium

[ROSE]

A/

In the NF CE 'Making off' DvD , you clearly see that A.Net has their own home-built IDE, DK's and editors. So I think you can be sure they have their own AI script maker. Release it please!^^