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Re: My Multi-Agent flocking system

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RockzStudio is not online. RockzStudio
Joined: 25 May 2012
Total Posts: 22
01 Nov 2013 05:44 AM
http://youtu.be/-Yux-m95gSE
There's the link to the video.
It still needs a bit of work, but it is still very accurate.
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Oysi is not online. Oysi
Joined: 06 Jul 2009
Total Posts: 9058
01 Nov 2013 07:26 AM
[ Content Deleted ]
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Absurdism is not online. Absurdism
Joined: 18 Jul 2013
Total Posts: 2568
01 Nov 2013 07:31 AM
In addition to what Oysi said, OMG SO ALGORITHMIC.
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RockzStudio is not online. RockzStudio
Joined: 25 May 2012
Total Posts: 22
01 Nov 2013 07:38 AM
It calculates velocity of other neighboring bots, as well as checking to see which direction the bot takes would be more beneficial in the long run, and there is basic object avoidance as well. And like I said, it is not very hard. It's a simple algorithm. Dead Rising, and Batman begins uses the same algorithm. Being that I am making a zombie game, I used it.
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RockzStudio is not online. RockzStudio
Joined: 25 May 2012
Total Posts: 22
01 Nov 2013 07:39 AM
And the bot doesn't mean just left to right. The bot creates a 180 radius circle of view.
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RockzStudio is not online. RockzStudio
Joined: 25 May 2012
Total Posts: 22
01 Nov 2013 07:46 AM
Well, an arc not a circle lol
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RockzStudio is not online. RockzStudio
Joined: 25 May 2012
Total Posts: 22
01 Nov 2013 08:09 AM
Anyways. Just here to show a simple flocking system. Not here for insults and surely not here to say "oh, this is so hard". I just found an algorithm for multi_agent flocking and implemented it into ROBLOX. I am now excusing this thread from my memory. Bye
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thedestroyer115 is not online. thedestroyer115
Joined: 19 Dec 2010
Total Posts: 11546
01 Nov 2013 08:25 AM
All we can see is 'AI' (if you can even call it that) that move to the left if they touch something.

Don't get offended if you did not explain what your script did correctly.
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RockzStudio is not online. RockzStudio
Joined: 25 May 2012
Total Posts: 22
01 Nov 2013 08:29 AM
I like how people make assumptions on how "I" made the script. Maybe people should ask before assuming. If tis was just a "turn left on touch", those bots would of never avoided each other.
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thedestroyer115 is not online. thedestroyer115
Joined: 19 Dec 2010
Total Posts: 11546
01 Nov 2013 08:31 AM
I did not say they turn left, I said they move left.

Which is exactly what happens.

The AI collides with another AI and it translates the AI to the left.
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RockzStudio is not online. RockzStudio
Joined: 25 May 2012
Total Posts: 22
01 Nov 2013 08:32 AM
"AI" Artificial Intelligence. Which can mean even the simplest of a bot moving towards a player, hitting walls, etc Artificial Intelligence does not indicate that the bot can talk, pathfind, flock, shoot weapons, etc. People need to learn the meaning of AI.
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thedestroyer115 is not online. thedestroyer115
Joined: 19 Dec 2010
Total Posts: 11546
01 Nov 2013 08:33 AM
Please reply to my previous post.

In the case that I said AI I was simply joking, because it is barely even 'thinking.' Just translating to the left when it hit something while moving to a predetermined target.

:|
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RockzStudio is not online. RockzStudio
Joined: 25 May 2012
Total Posts: 22
01 Nov 2013 08:34 AM
The bot can move in any direction of the 180 radius arc of view. Which means, left right, etc.
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thedestroyer115 is not online. thedestroyer115
Joined: 19 Dec 2010
Total Posts: 11546
01 Nov 2013 08:35 AM
Okay?

So it moves left and right when it collides with something?

Are we suppose to be interested now?

I mean, it's a good first attempt, but nothing brag-worthy.

Check out HotThoth's AI demo.
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RockzStudio is not online. RockzStudio
Joined: 25 May 2012
Total Posts: 22
01 Nov 2013 08:37 AM
The algorithm is really simple. You create a basic object avoidance with alignment of the group heading, then create an 180 radius arc of view to find openings to walk around other bots. The bot calculates the velocity of neighboring bots, for optimize avoidance and picks the direction that is most efficient. IT IS SIMPLE LIKE I SAID IN THE VIDEO. Anyone can make it. I am not here to brag.
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thedestroyer115 is not online. thedestroyer115
Joined: 19 Dec 2010
Total Posts: 11546
01 Nov 2013 08:39 AM
Okay, thank you for the clarification. Keep up this kind of work and I bet you can make something impressive.
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RockzStudio is not online. RockzStudio
Joined: 25 May 2012
Total Posts: 22
01 Nov 2013 08:42 AM
It is far from impressive. I mean, if CAPCOM can make it, it is pretty low class lol. Not here to get on your bad side or anyone else. And I wasn't trying to impress people or brag. I was trying to demonstrate the flocking system before I opened sourced it. Have a good day!
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AndroidKitKat is not online. AndroidKitKat
Joined: 21 Sep 2013
Total Posts: 1525
01 Nov 2013 09:26 AM
I can only see that it moves left and not right.
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RockzStudio is not online. RockzStudio
Joined: 25 May 2012
Total Posts: 22
01 Nov 2013 09:42 AM
Left is the starting set value. Which means left will always be picked first if the bot is able to move in that direction. And if you look closely, some of the zombies do move right.
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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
01 Nov 2013 10:15 AM
To make it look more realistic, you could make the left/right default change randomly every random amount of seconds.
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yoyoman2 is not online. yoyoman2
Joined: 07 Mar 2009
Total Posts: 2170
01 Nov 2013 10:27 AM
this isnt much, if you want it to atleast look a little better.

since I see you are probably using collision, try to use rays.

It will take many many rays to make your game lag, so make a ray go off from the front of the torso of each zombie.

then, if the ray hit something, that is a certain distance away, make them go right.

this will kinda make it look like they see that they are approching something in advanced, like actual sight.
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AxeOfMen is not online. AxeOfMen
Joined: 14 Dec 2011
Total Posts: 196
01 Nov 2013 11:30 AM
@RockzStudio Cool! Thanks for sharing.
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thedestroyer115 is not online. thedestroyer115
Joined: 19 Dec 2010
Total Posts: 11546
01 Nov 2013 12:32 PM
^ Nice alt
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AndroidKitKat is not online. AndroidKitKat
Joined: 21 Sep 2013
Total Posts: 1525
01 Nov 2013 01:26 PM
You're making everyone hate you more.
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AxeOfMen is not online. AxeOfMen
Joined: 14 Dec 2011
Total Posts: 196
01 Nov 2013 02:44 PM
Haters gonna hate. Ignore the noise, rockzstudio. Chin up and carry on.
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