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March 14th, 2007, 11:25 PM
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Corporal
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Join Date: Jan 2004
Location: Wilmington, Delaware, USA
Posts: 191
Thanks: 1
Thanked 13 Times in 2 Posts
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Re: Atten Devs: AI (Rules-based dynamic scripting?
Oh, yeah. I watch it think frequently. But to take that and evaluate it against another AI would take simulating the "battle engine".
OTOH, that the game does produce that kind of output suggests that hooks to replace the AI might be in place. It looks like the game evaluates moves (spell choices, etc) for each unit on the battlefield, and then passes them off to other routines to carry out. If the evalution and "do this move" calls can be brought out to an API, it shouldn't be too hard to attach Dom3 to another AI. (He says, knowing nothing of Dom3's internals. )
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No plan survives contact with the enemy.
--Helmut von Moltke
Have too may pretender files to keep track of? Use catgod to view them.
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March 15th, 2007, 12:04 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Atten Devs: AI (Rules-based dynamic scripting?
Its written on linux (ubuntu to be specific) and then ported to mac and windows versions. Other than that.. you might look in the mod directory where some people have taken apart bits of it.
But generally, discussion of format internals has felt like it got kinda squashed in the past.
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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March 15th, 2007, 02:17 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Atten Devs: AI (Rules-based dynamic scripting?
The main discussions on format internals that have been going on here that I have seen have been related to the unit, spell and site formats to enable better modding and nothing integral to the mechanics of the game in the same way as people are talking about in this thread.
The spell modding issue is actually helpful since it allows wider modding of spells without tedious trial and error research to find what you need. The site and unit stuff is mainly useful for making the DB better than it already is and helping modders and mapmakers.
I'm rather uncomfortable with how so many people want to see the file structure for trn, 2h and fthrlnd files, given the abuse potential. I still remember the ****storm Norfleet managed to create when he got found out cheating and if the file format info is widely available, it's going to make similar incidents inevitable since less skilled people will be able to do similar things.
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March 15th, 2007, 06:17 AM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
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Thanked 105 Times in 73 Posts
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Re: Atten Devs: AI (Rules-based dynamic scripting?
@Evil Dave
I haven't played Neverwinter Nights, but I understand that its tactical space is also pretty large (300+ spells). Also note that they were starting from square one, with all rules equally-weighted, to test out the effectiveness of dynamic scripting itself. In practice you'd probably be starting from a known rulebase that works against "most players." But yeah, it's unlikely that this would produce a truly intelligent AI--I'd settle for merely an adaptive one, so that it's no longer meaningful to talk about how to beat "the computer" but rather "this computer."
Plus, I think the idea of AI programming metagames is a fun one.
-M.D.W.
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Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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