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ehatman01
Rank 7
Joined: Sat Aug 01, 2015 7:38 am Posts: 31
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Oh? New engine. That sounds like a major improvement but as i haven't played around with your modding system because it looks to be a hassle. Please explain what your current NPC programming setup is because i would like to know..
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Sun Aug 02, 2015 12:56 pm |
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Nautica
Rank 16
Joined: Sat Aug 23, 2014 12:47 am Posts: 345
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xpadmin wrote: For the new engine we are going to use a very innovative and new approach to AI.
If we can pull it off it completely changes the way an NPC is programmed.
It will allow the programmer to build the NPC's desires and character to create new NPC's for a story instead of building large decision trees (that are somewhat static and labour intensive).
More will be revealed in the future. As an AI nerd, This comment gives me wood If you can turn a tree into a circular plain i will be very impressed and very happy.
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Sun Aug 02, 2015 4:41 pm |
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xpadmin
Site Admin
Joined: Thu Feb 07, 2013 11:16 am Posts: 1930
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@Nautica
The new AI will be able to allow the NPC's to make their own plans based on desires and personality.
Definitely going to be very cool if it works.
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Sun Aug 02, 2015 6:57 pm |
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BubbaGump
Rank 12
Joined: Sun Oct 05, 2014 11:34 am Posts: 82
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I would suggest something along the lines of fuzzy logic brains. You could shift the logic zones for each type of input as the NPC learns. Then the various inputs could be adjusted as the logic gets adjusted over time. After studying neural nets and fuzzy logic, I always felt like fuzzy logic had a lot of promise for programmable pattern matching. Better than the black box neural nets. Since with neural nets you never know if you training on noise or data. Fuzzy logic definitely gets rid of the tons of logic required to simulate thinking. It reduces the logic down to a finite amount per character.
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Mon Aug 03, 2015 1:00 am |
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ehatman01
Rank 7
Joined: Sat Aug 01, 2015 7:38 am Posts: 31
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I disagree with that because neural nets need to be trained and this game is a perfect choice because you would only need to record players commands and actions to train the nets and a dungeon is a perfect place for training that and the story modes.
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Mon Aug 03, 2015 8:27 am |
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rezzabae
Rank 14
Joined: Thu Aug 14, 2014 7:23 pm Posts: 156 Location: #0BADF00D - #FEED1337
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xpadmin wrote: @Nautica
The new AI will be able to allow the NPC's to make their own plans based on desires and personality.
Definitely going to be very cool if it works. Hmm sounds like what was suggested 
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Mon Aug 03, 2015 5:55 pm |
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tomahawk308
Rank 18
Joined: Sun Jun 22, 2014 3:46 pm Posts: 1094
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xpadmin wrote: @Nautica
The new AI will be able to allow the NPC's to make their own plans based on desires and personality.
Definitely going to be very cool if it works. nice 
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Mon Aug 03, 2015 6:05 pm |
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JimmyBonJon
Rank 6
Joined: Sun Nov 01, 2015 6:28 pm Posts: 22
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rezzabae wrote: Well, hello its me again... Make posing a part of learning, enable the chars to be controlled by the character. Small example:
Player: Push your hands up in the air. Monica(does something wierd with her hands): This way? Player: No Monica: Could you show me what to do? Player:Yes Player (Poses the char) Player:Remember this Pose as "Hands up in the Air" Monica: Ok, now i know what "Hands up in the Air" looks like.
This is a very clever idea and could lead to all kinds of fun!
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Thu Nov 05, 2015 9:04 pm |
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rezzabae
Rank 14
Joined: Thu Aug 14, 2014 7:23 pm Posts: 156 Location: #0BADF00D - #FEED1337
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I also think that was a great idea of mine Most often its the simple things which add replay value to a title. ^^ This combined with some sort of char training will make the game self expanding, the more you play the more sophisticated the interactions will get.
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Sun May 15, 2016 1:32 pm |
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T0mcat
Rank 15
Joined: Tue Jun 04, 2013 11:31 pm Posts: 187 Location: Germany
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xpadmin wrote: @Nautica
The new AI will be able to allow the NPC's to make their own plans based on desires and personality.
Definitely going to be very cool if it works. And please don't forget to make the NPCs a lot more vocal in the "free play" (= no story) mode. As it is, they behave like automatons, giving nearly no feedback to the player about what's happening to them.
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Wed Jun 15, 2016 11:14 am |
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