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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 |
Re: interview with Aaron Hall
Hey, cool... maybe this will get some more publicity for SE5!
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Re: interview with Aaron Hall
Weeee!
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Re: interview with Aaron Hall
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Here's to being *very* excited about the new game! Andy |
Re: interview with Aaron Hall
What does this mean?
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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.
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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 > 100 { for p in planets { if p.buildRate > 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 |
Re: interview with Aaron Hall
would be damnd great.
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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 |
Re: interview with Aaron Hall
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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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