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Author Topic: Burried Houses (AI Programming Project)  (Read 17249 times)

Singularity-SRX

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Re: Burried Houses (AI Programming Project)
« Reply #15 on: December 16, 2010, 08:45:19 pm »

For the memory thing, maybe create an algorithm, which gives certain memories different values, the higher the value, the easier it is to remember, and an enforcement value as well, so that if they don't go into the area for a while, they'll still remember it because they went there a lot before.

I really like this project, good luck!
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MrWiggles

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Re: Burried Houses (AI Programming Project)
« Reply #16 on: December 16, 2010, 08:57:16 pm »

This is a neat project.

A spy vs. spy mode would be interesting in this thing, or for something more complicated, Something like Clue.
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Outcast Orange

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Re: Burried Houses (AI Programming Project)
« Reply #17 on: December 16, 2010, 09:43:46 pm »

I have so many crazy things planned for this game.

If it gets to a playable state, this thing will be very entertaining indeed.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Outcast Orange

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Re: Burried Houses (AI Programming Project)
« Reply #18 on: December 20, 2010, 03:08:18 pm »

So I've added a ton of framework for item collection and key/lock relationships.

Here is a test scenario where the player is presented with some things that might be keys,
 and the AI decides what to pick up:

Spoiler: Potato Dilemma (click to show/hide)

The AI will pick up the rusted key, and the key-shaped potato, as they both resemble keys.
The AI will ignore the potato though.
Later (after more programming) the AI will probably decide to leave the key-shaped potato due to uselessness.
And later still they might take it after all, as it might provide them with nourishment.
Which would mean all three items would be collected.

Spoiler: Unforeseen Observation (click to show/hide)

/silly shenanigans
« Last Edit: December 20, 2010, 03:11:33 pm by Outcast Orange »
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[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

MrWiggles

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Re: Burried Houses (AI Programming Project)
« Reply #19 on: December 20, 2010, 08:39:21 pm »

Neat.
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Singularity-SRX

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Re: Burried Houses (AI Programming Project)
« Reply #20 on: December 20, 2010, 11:03:14 pm »

Is this going to be graphical? Or just text based?
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Outcast Orange

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Re: Burried Houses (AI Programming Project)
« Reply #21 on: December 20, 2010, 11:37:00 pm »

This is going to be primarily text.

I think there will be some ambient sound / illustrations eventually,
 but for the greater part of its life this will be text only.

I'd love to do some simple 2D representations with sprites if it ever gets into a finished state.
Like a 2D stylized view of the current room complete with furniture and characters.
Spoiler: Like 2D Clue Box Art (click to show/hide)
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

darius

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Re: Burried Houses (AI Programming Project)
« Reply #22 on: December 21, 2010, 06:34:11 pm »

Woo very little project you have here Outcast Orange :)
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MrWiggles

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Re: Burried Houses (AI Programming Project)
« Reply #23 on: December 21, 2010, 08:08:35 pm »

Well, sprites maybe cool, but ASCII is pretty easy to set up though.
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Outcast Orange

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Re: Burried Houses (AI Programming Project)
« Reply #24 on: December 21, 2010, 09:46:49 pm »

For now we're sticking with ASCII.

In other news, I handed off the .exe to another forum member,
 and it had miserable problems working.

I am now in a rigorous debugging marathon.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Outcast Orange

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Re: Burried Houses (AI Programming Project)
« Reply #25 on: December 24, 2010, 01:45:09 pm »

Alfie and I worked out that the previous issues occurred on XP computers,
 and were caused by uninitialized variables.
I've since added forced declarations for all of them.

I've added a bunch of supporting code,
and the AI can now identify previously known items as possible objectives for goals.

Here's a screenshot of the first successful test:
Spoiler (click to show/hide)

So with the addition of a couple more functions, they should be trying to unlock doors with keys.
Also this framework supports future expansion such as switches or other mechanisms.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

MrWiggles

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Re: Burried Houses (AI Programming Project)
« Reply #26 on: December 24, 2010, 02:12:03 pm »

Neat.

Now, go forth and recreate the Winchester Mansion.
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Outcast Orange

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Re: Burried Houses (AI Programming Project)
« Reply #27 on: December 24, 2010, 03:07:08 pm »

Once I add RAWS you can do it yourself.

In case you didn't know already, my last iteration of this project already had that feature.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Outcast Orange

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Re: Burried Houses (AI Programming Project)
« Reply #28 on: December 27, 2010, 03:04:23 pm »

I've finally finished the plethora of support functions required to handle all of the special cases
 involved in finding keys and unlocking doors.

Here is what a week of toiling has produced:
Spoiler (click to show/hide)

So now that locks and keys work, I'm not entirely sure what to do.

I think i'll add in buttons and levers next.
Remote devices will utilize short term memory
 and I'll probably need to add in a system for the creation of hypothesis.

Which means I'll probably have to rework some of the key/lock structure to make use of them.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

MrWiggles

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Re: Burried Houses (AI Programming Project)
« Reply #29 on: December 27, 2010, 09:58:52 pm »

Yea, having linked events happen in different rooms sounds neat. Something that can advantage of the memory system, I think, would be secret passages.
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I'm Making a Mush! Navitas: City Limits ~ Inspired by Dresden Files and SCP.
http://www.bay12forums.com/smf/index.php?topic=113699.msg3470055#msg3470055
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