nate890Join Date: 2008-11-22 Post Count: 21686 |
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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smfv3Join Date: 2008-11-04 Post Count: 370 |
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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WalynTop 100 PosterJoin Date: 2007-05-30 Post Count: 14570 |
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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nate890Join Date: 2008-11-22 Post Count: 21686 |
"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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WalynTop 100 PosterJoin Date: 2007-05-30 Post Count: 14570 |
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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nate890Join Date: 2008-11-22 Post Count: 21686 |
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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ninja5566Join Date: 2009-01-14 Post Count: 5233 |
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WalynTop 100 PosterJoin Date: 2007-05-30 Post Count: 14570 |
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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nate890Join Date: 2008-11-22 Post Count: 21686 |
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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nate890Join Date: 2008-11-22 Post Count: 21686 |
I would imagine this AI looking cool in a role playing game. |
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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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nate890Join Date: 2008-11-22 Post Count: 21686 |
"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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nate890Join Date: 2008-11-22 Post Count: 21686 |
Bump! |
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ninja5566Join Date: 2009-01-14 Post Count: 5233 |
Did you see my zombie at all? I was really just focusing on the animations. |
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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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nate890Join Date: 2008-11-22 Post Count: 21686 |
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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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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nate890Join Date: 2008-11-22 Post Count: 21686 |
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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nate890Join Date: 2008-11-22 Post Count: 21686 |
He can now jump over gaps. |
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nate890Join Date: 2008-11-22 Post Count: 21686 |
Tweaked some stuff. Heavily reduced lag caused from lasting rays. |
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Time to make my animation suite.
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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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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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