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-   -   interview with Aaron Hall (http://forum.shrapnelgames.com/showthread.php?t=23990)

abkaiser May 24th, 2005 10:40 PM

interview with Aaron Hall
 
Greetings all,

I've just posted an interview with Aaron on my website. Thought I'd advertise it here, as I'm guessing a few of you might be interested:

http://www.andybrain.com/extras/aaro..._interview.htm

Thanks,

Andy

Ed Kolis May 24th, 2005 10:46 PM

Re: interview with Aaron Hall
 
Hey, cool... maybe this will get some more publicity for SE5!

narf poit chez BOOM May 24th, 2005 11:31 PM

Re: interview with Aaron Hall
 
Weeee!

abkaiser May 25th, 2005 03:58 PM

Re: interview with Aaron Hall
 
Quote:

Ed Kolis said:
Hey, cool... maybe this will get some more publicity for SE5!

That's one of my hopes exactly. Aaron and the game series deserves all the support we can give it.

Here's to being *very* excited about the new game!

Andy

Caduceus May 25th, 2005 09:31 PM

Re: interview with Aaron Hall
 
What does this mean?

Quote:

Though our plan for SE5 is to make the AI scripts external!


Fyron May 25th, 2005 09:41 PM

Re: interview with Aaron Hall
 
It means placing the functions used by the AI to determine actions in user editable text files instead of being hidden within the game code.

Ed Kolis May 25th, 2005 09:44 PM

Re: interview with Aaron Hall
 
Pretty sure that means "put 'em where the modders can get at 'em" http://forum.shrapnelgames.com/images/smilies/wink.gif

In other words, instead of plugging numbers into predefined algorithms like you do in SE4, you could actually write your own AI code in some sort of scripting language (maybe Python or Javascript?)

pseudo code follows:
<font class="small">Code:</font><hr /><pre>
if enemy.shipCount &gt; 100
{
for p in planets
{
if p.buildRate &gt; 5000
p.build("doomStar")
else
p.build("spaceYard")
}
}
else
{
for p in planets
p.build("mineralMiner")
}
</pre><hr />

Or, if you're in a particularly sadistic mood, you could try this AI:

http://www.comedycode.com/showcode.cfm/code/28.html

edit: drat, Fyron was faster... stupid examples http://forum.shrapnelgames.com/image...ies/tongue.gif

boran_blok May 26th, 2005 05:18 AM

Re: interview with Aaron Hall
 
would be damnd great.

Aiken May 27th, 2005 01:12 PM

Re: interview with Aaron Hall
 
Superb code Ed http://forum.shrapnelgames.com/images/smilies/laugh.gif

Though, if-elif-else's are nice for simple finite state machines, they're not sufficient to write something decent. I seriously hope it will be possible to code a bayesian networks (or even implement a genetic algos!!) with this scriptining language.

/me crosses fingers

abkaiser May 27th, 2005 01:28 PM

Re: interview with Aaron Hall
 
Quote:

aiken said:
Though, if-then's are nice for simple finite state machines, they're not sufficient to write something decent.


I'll sidetrack slightly here and say you *can* do cool stuff with if-thens. It's similar to what chess software like Chessmaster uses - you're just comparing your move with other possible moves, and seeing which scores higher. The difference is - do you have a static routine or a recursive one? From what I understood from Aaron, static routines will perform as we see in Space Empires today. Recursive routines will be able to reach exponentially more complex levels of competition. In AI terms, this comes out to AIs with brutally effective long term plans that can change dynamically (and still maintain effectiveness) as opponents react.

Anyway, that's why I asked him the question: I want to see how "deep thinking" Aaron intends/wants to make the AI. It's obvious he cares a lot about it, but changing from an if-then to a resursive lookahead design would be major, major work. You'd also be introducing complexity that could affect game speed, requiring tighter CPU and memory requirements.

Andy


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