.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old May 24th, 2005, 10:40 PM

abkaiser abkaiser is offline
Private
 
Join Date: Jan 2001
Posts: 14
Thanks: 0
Thanked 0 Times in 0 Posts
abkaiser is on a distinguished road
Default 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
Reply With Quote
  #2  
Old May 24th, 2005, 10:46 PM
Ed Kolis's Avatar

Ed Kolis Ed Kolis is offline
General
 
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
Ed Kolis is on a distinguished road
Default Re: interview with Aaron Hall

Hey, cool... maybe this will get some more publicity for SE5!
__________________
The Ed draws near! What dost thou deaux?
Reply With Quote
  #3  
Old May 24th, 2005, 11:31 PM
narf poit chez BOOM's Avatar

narf poit chez BOOM narf poit chez BOOM is offline
Shrapnel Fanatic
 
Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
Thanks: 0
Thanked 7 Times in 1 Post
narf poit chez BOOM is on a distinguished road
Default Re: interview with Aaron Hall

Weeee!
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
Reply With Quote
  #4  
Old May 25th, 2005, 03:58 PM

abkaiser abkaiser is offline
Private
 
Join Date: Jan 2001
Posts: 14
Thanks: 0
Thanked 0 Times in 0 Posts
abkaiser is on a distinguished road
Default 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
Reply With Quote
  #5  
Old May 25th, 2005, 09:31 PM
Caduceus's Avatar

Caduceus Caduceus is offline
Major
 
Join Date: Oct 2003
Location: Union, SC
Posts: 1,166
Thanks: 1
Thanked 2 Times in 2 Posts
Caduceus is on a distinguished road
Default Re: interview with Aaron Hall

What does this mean?

Quote:
Though our plan for SE5 is to make the AI scripts external!
__________________
Caduceus
Reply With Quote
  #6  
Old May 25th, 2005, 09:41 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default 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.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #7  
Old May 25th, 2005, 09:44 PM
Ed Kolis's Avatar

Ed Kolis Ed Kolis is offline
General
 
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
Ed Kolis is on a distinguished road
Default Re: interview with Aaron Hall

Pretty sure that means "put 'em where the modders can get at 'em"

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:
Code:

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")
}



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
__________________
The Ed draws near! What dost thou deaux?
Reply With Quote
  #8  
Old May 26th, 2005, 05:18 AM

boran_blok boran_blok is offline
Sergeant
 
Join Date: Sep 2004
Location: Belgium
Posts: 222
Thanks: 0
Thanked 0 Times in 0 Posts
boran_blok is on a distinguished road
Default Re: interview with Aaron Hall

would be damnd great.
Reply With Quote
  #9  
Old May 27th, 2005, 01:12 PM
Aiken's Avatar

Aiken Aiken is offline
Major
 
Join Date: Jan 2004
Location: Taganrog, Russia
Posts: 1,087
Thanks: 0
Thanked 0 Times in 0 Posts
Aiken is on a distinguished road
Default Re: interview with Aaron Hall

Superb code Ed

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
Reply With Quote
  #10  
Old May 27th, 2005, 01:28 PM

abkaiser abkaiser is offline
Private
 
Join Date: Jan 2001
Posts: 14
Thanks: 0
Thanked 0 Times in 0 Posts
abkaiser is on a distinguished road
Default 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
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 11:25 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.