nate890
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| Joined: 22 Nov 2008 |
| Total Posts: 21686 |
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| 28 Oct 2012 07:10 PM |
I realize that a lot of games now days use npcs to add a larger variety of game-play.
This being said, I went out and started creating an AI that's better than what's already out there. Not a lot of time went into developing it (a couple hours, most of that time went towards testing) at this stage so far, but more progress will be put towards it.
You can test out the beta stage here: http://www.roblox.com/Officer-BLOX-Artificial-Intelligence-place?id=96337965
Should I release this to the public? What types of games would you guys make with smarter artificial intelligences? |
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smfv3
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| Joined: 04 Nov 2008 |
| Total Posts: 370 |
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| 28 Oct 2012 07:12 PM |
Lito has an amazing AI in one of his C.o.R. games.
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http://www.roblox.com/Fog-Of-War-place?id=5307743
"Fog of War"
-Smfv3 |
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Quenty
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| Joined: 03 Sep 2009 |
| Total Posts: 9316 |
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| 28 Oct 2012 08:13 PM |
| Any better AI is a better AI. Release it! |
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Walyn
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| Joined: 30 May 2007 |
| Total Posts: 14570 |
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| 28 Oct 2012 08:44 PM |
Great AI, I tried my hardest to make it fall or jump on my head, to no avail.
Does it have a function/value object that allows it to go to a specific brick/humanoid? If so, there'd be so many ways to use this. |
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nate890
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| Joined: 22 Nov 2008 |
| Total Posts: 21686 |
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| 28 Oct 2012 08:55 PM |
"Does it have a function/value object that allows it to go to a specific brick/humanoid? If so, there'd be so many ways to use this."
No, but that wouldn't be hard to add, I'd just need to check if the terrain found is, for example, named "lava", and if so it would be avoided. Just like nil parts are avoided (the edges of the map where no parts exist to walk on.) |
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Walyn
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| Joined: 30 May 2007 |
| Total Posts: 14570 |
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| 28 Oct 2012 09:10 PM |
| How does it check to see if there is a part there, and does it know when there is a part below/across a gap? |
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nate890
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| Joined: 22 Nov 2008 |
| Total Posts: 21686 |
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| 28 Oct 2012 09:21 PM |
Raycasting determines whether the point is walkable or not, if not a new point is chosen to walk to.
"does it know when there is a part below/across a gap?" No, and I don't think that this is something I'm too worried about adding, so if I do decide to implement something like that, it'll come later. |
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ninja5566
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| Joined: 14 Jan 2009 |
| Total Posts: 5233 |
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| 28 Oct 2012 09:23 PM |
Try out my zombie :P
http://www.roblox.com/Preview-of-my-high-tech-animated-zombie-place?id=72187620 |
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Walyn
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| Joined: 30 May 2007 |
| Total Posts: 14570 |
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| 28 Oct 2012 09:28 PM |
But the ability to know when a gap is able to be jumped or when it is safe to be jumped into is important. If not added, it would allow players that are being chased (if that was added too) to either jump into a hole or jump across a gap and stay safe.
But this is already a step above hugging a wall, lol. |
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nate890
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| Joined: 22 Nov 2008 |
| Total Posts: 21686 |
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| 28 Oct 2012 10:44 PM |
| But in my mind not a lot of games would include gaps between parts. I guess I'll add this, but I'll need to touch some things up first. |
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nate890
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| Joined: 22 Nov 2008 |
| Total Posts: 21686 |
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| 28 Oct 2012 10:57 PM |
| I would imagine this AI looking cool in a role playing game. |
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| 29 Oct 2012 12:17 AM |
Really nice AI, but could you fix his path finding because he sometimes commits suicide by running off the cliff.
Could you also make him have the ability to jump?
And could he have the ability to pick up weapons and use them?
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nate890
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| Joined: 22 Nov 2008 |
| Total Posts: 21686 |
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| 29 Oct 2012 12:28 AM |
"could you fix his path finding because he sometimes commits suicide by running off the cliff."
I'm working on it. You don't get this issue in solo mode.
"Could you also make him have the ability to jump?"
He can.
"And could he have the ability to pick up weapons and use them?"
Haven't gotten onto that yet. |
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nate890
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| Joined: 22 Nov 2008 |
| Total Posts: 21686 |
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ninja5566
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| Joined: 14 Jan 2009 |
| Total Posts: 5233 |
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| 29 Oct 2012 08:23 AM |
| Did you see my zombie at all? I was really just focusing on the animations. |
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| 29 Oct 2012 08:32 AM |
I didn't go to the place as of yet, but if you want, I could help you make multi-levelled AIs. Meaning they could go up floors and down and such.
Also, I've looked at litozinammon's AI scripts and trust me, they are horribly coded, and extremely limited.
I've made an AI before, but it broke now.
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nate890
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| Joined: 22 Nov 2008 |
| Total Posts: 21686 |
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| 29 Oct 2012 12:01 PM |
I don't think litozinammon even made his. I could be wrong, though.
"Did you see my zombie at all? I was really just focusing on the animations."
Yeah, good job. My AI just focuses on intelligence more than looks.
candymaniac, did your AI path find? |
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| 29 Oct 2012 12:04 PM |
Nope it just uses the normal zombie AI, but with added wall detection of which it would try and find an opening or corner to pass through, and it could detect 2 floors and automatically use the closest staircase. However, that AI was very limited as you had to build NavPoints of the entire map in an extremely specific way.
Also, yes I did steal many places (lol) and read through their scripts, and trust me, his just goes through a loop and checks which rooms they are in and gives them a set path so they can go to each room. His also use NavPoints too.
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nate890
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| Joined: 22 Nov 2008 |
| Total Posts: 21686 |
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| 29 Oct 2012 02:41 PM |
Just to be more specific to what the AI can currently do:
*He can climb up ladders, *He can walk up and down stairs without falling or taking a shortcut (off the stairs,) *He won't not fall off the edges of maps (into death), or cliffs for that matter (for the most part. No problems in solo mode, but online mode seems to differ,) *He will jump over obstacles that are too large to walk over, *He won't run into obstacles that are in his way and too large to jump over. |
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nate890
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| Joined: 22 Nov 2008 |
| Total Posts: 21686 |
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| 29 Oct 2012 05:11 PM |
| He can now jump over gaps. |
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nate890
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| Joined: 22 Nov 2008 |
| Total Posts: 21686 |
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| 29 Oct 2012 11:26 PM |
| Tweaked some stuff. Heavily reduced lag caused from lasting rays. |
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| 30 Oct 2012 07:42 AM |
Time to make my animation suite.
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| 30 Oct 2012 07:48 AM |
I have a really good theory behind AI development in my java games I make.
Ironically, I cannot program in lua. |
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| 30 Oct 2012 07:50 AM |
It'd be really easy in ROBLOX.
(I presume)
Add parts coming out of his head (front part) and make them fairly long. (And invisible), then if anyone walks into them, he detects them as being there, then chases after them.
This is a better detection system instead of just, when 20 studs away, chase him, etc. |
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