AI (game design tab)

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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Smiley
Posts: 233
Joined: Mon Mar 25, 2013 3:59 pm

Tue Mar 26, 2013 9:29 pm

Well i dont know anything about programming or how hard it is to do the things i say next :twisted:

Ill adress it personally to Chris...

Hmm so in the game design u talk about 3 types of AI.
And u say thats its hard to tell the difference why they act like they do. (Read "game design" bottom lines bout AI)

Would'nt it be easy to let us see why they die for us by some popularity status VS Fear status of the AI/ faction.
So the more they like u the more willing they will give there lives for u.
Well it would also be great if u could do such a thing for our own squad members. Now they just follow orders to the letter even to there dead(th)s. I know it migth seem insignificant in small battles but in the long term if ur gonna have wars, it will be impossible to control every member u got viewing there injury status. So then it will be more like the popularity VS injury/fear.
Well the more ur injured the more u want to flee ==> So then comes the question will he flee or fight on or just take the fatal blow, or die fleeing.

Then u could do the same as the bleeding thingy lowering fear over time.


Hmm thats about it on the first sight. If i wasnt clear on something please lemme know offc.

And like i said i dont know how hard it would be to program it or even if it is a good idea.
Or even if its possible still at this stage of the game.
And i know there's more questions to be asked then just the basic 1s.
As when u put a system like this into place it has to be thought trough a bit more then just 10minutes of thinking.

Well then a thing off topic: I think u r doing an awesome job Chris.
I even believe this is 1 of these games i dreamed about playing. (when its completely finished if you can ever finish a game like this... hmm.)
Since i dont think ive ever seen a game like what u want it to be when its "finished".

Ow and i apoligise for my crappy english.
Its not my intention on writing it grammatical correct (haha but i try ... only a little)

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Blxz
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Location: Australia

Wed Mar 27, 2013 7:15 pm

Why does everyone seem to want psychology to be a part of this game. We have men who will fight and die for use for no reason, can't we be happy with that?
p­ie

Smiley
Posts: 233
Joined: Mon Mar 25, 2013 3:59 pm

Wed Mar 27, 2013 7:31 pm

Well thats how i understood Chris

Well to describe dead i would go for the fear of loss.
So how do u make AI have emotions.
I think its by running 2 nrs against eachother and whoever has the highest wins
in this case loyalty vs fear (offc its even more complicated if u want ai to be even more human)
the thing u have to do then is run more nrs against eachother and whoever has the highest wins
but when u do that u need a reference point on which weighs more heavy
so for example

so lets take bravery, loyalty, fear and injury
bravery and fear both gets rated 1 point
and loyalty and injury gets rated 2 points
meaning loyalty and injury weighs heavier
then u run the nrs again and ur ai gets more complex more human :-p

The First Level


Imagine you have an AI controlled teammate. You are attacked by a superior force. He fights to the death to protect you. Are you moved by this sacrifice? Not really, because you know he’s just AI, he did not do it out of love or loyalty or bravery. He did it because he is stupid, and his AI told him to attack all enemies until dead.

The Next Level

Now we’ve made him a bit more human. He knows you stand no chance and will die whether he helps you or not. So he runs away. Damn you unreliable side-kick!

The Next Level

Now hes even more human. He knows he will die if he tries to save you, knows that every line of reasoning tells him to run away, and that he cannot help you. But he fights anyway, to the death. Out of loyalty, out of love.

Now, this is just a random idea. You may get ideas, you might think its stupid, that I’ve gone in a circle. Implementing this is not overly complicated for an AI programmer. The real question is how do you show the player what has just happened? How do you make them realise its the next level, and not the first one?

So my answer is as i did by making a system thats telling us why :D

And thats prob best shown by what i said :mrgreen: i think; aka by visualising what uve programmed if u programmed it like i said that is offc i do not :p if u did i wouldnt know how to see it

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Mattk50
Posts: 1039
Joined: Thu Nov 03, 2011 3:22 pm
Location: A far away land where bug testing is entertainment.

Wed Mar 27, 2013 9:39 pm

Blxz wrote:Why does everyone seem to want psychology to be a part of this game. We have men who will fight and die for use for no reason, can't we be happy with that?
Probably because, as he mentioned chris has talked about similar on past game design blogs.

Sprayer2708
Posts: 54
Joined: Tue Mar 26, 2013 10:39 am

Thu Mar 28, 2013 12:03 am

Firstly, I know this is the internet, but it's also a forum and no chat, please use less acronyms Smiley. You've got the time to write such long forum posts, you can take the time to write "you", "your", "numbers" and numerics out too.

Secondly, if you would start with feelings of the characters, wouldn't you first question why the guys in the world are ready to exchange their cozy bar for a life a virtual slavery, high danger of ingury and probability of death just for a mere 700 c. (whatever c. means) they will never be able to spend anyways?

Thirdly, it's a Sandbox game, if you want to make them not help out one another because they value their own life higher, just make them.

Smiley
Posts: 233
Joined: Mon Mar 25, 2013 3:59 pm

Thu Mar 28, 2013 12:58 am

Not feelings just fear which is a feeling actually 1 very important in battle's.
Well i my opinion if you want realistic battles why not trow in 1 of the most important feelings.
If u want to let fatigue and beeing crippeled count thats physical, why not use the psycological part aswell.

Hmm why would he give up his quite life in the bar for life of servitude, hmm it could be a poor drunk with nothing in his pockets looking at there skills and statistics :idea: everything lvl 1.
I dont think that makes u a well trained or educated man :lol:

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