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| sqlitebot/squads/schema for UT2004 (Forums : Ideas & Concepts : sqlitebot/squads/schema for UT2004) | Post Reply | |
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| Nov 2 2009, 10:43am Anchor | ||
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Hi, I'm a programmer/developer who's working up an AI bot/squad/strategy support system based out of my previous work in winning the Botprize.org contest this year. The AI is centered around the logging and utilization of gameplay status and event history to a sqlite Sqlite.org relational database(a lightweight file-based database embedded in most mobile phones for example). The table schema developed thus far is at Code.google.com which allows myself or an AI-automated program to assign bots to squads and carry out some basic commands like hunt or follow a target with bots on the same squad sharing/utilizing table information like enemies last seen location. Would be interested if this might be a useful tool for modders, the idea being to provide a ready-made library of squad/unit commands and controlled/filtered behaviors to simplify the mod effort so that the game development can focus more on interesting artistic content and strategy algorithms that utilize the available gameplay information/commands/behaviors. Would be interested to see this developed as a general AI-support model than something engine/company specific as well. Also interested if such similar professional tools already exist and examples of their effectiveness. The general flow of development is described at Code.google.com and includes a simple map generator Code.google.com for testing the AI in a more controlled/configured test map environment. Also have posted some beginning analysis graphs of map influence/hotspots at Code.google.com The AI currently runs separately from UT2004 as a java based thread (Pogamut Artemis.ms.mff.cuni.cz which communicates with Gamebot API) Unfortunately, with each bot thread consuming 5-10% of my desktop CPU Questions/feedback welcome, Cheers |
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Nov 2 2009, 10:46am Anchor | |
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Certainly sounds interesting, but why is it so CPU demanding? |
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| Nov 2 2009, 12:07pm Anchor | ||
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Good question that I don't really know the answer to at this point, my guess is that it is because its an independent java thread instead of engine internal/optimized C, C++ code. Not sure that unrealscript(running faster internally) by itself would support a sqlite database call with the same ease of the java sqlite class library I'm using. I believe there are many RTS games that use long-term memory influence maps, etc, but would be interested to see more open/common solutions where thats applicable. Also meant to add that I started a few basic gametypes - a 'survival' mode could be effected simply by increasing or reducing the spawned number/types of enemies based on the kill/death stats kept on the kill_score lookup table and a 'tide' mode where when a player kills a bot, the bot becomes part of his squad/gang to attack other players/gangs. Jeremy |
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| Nov 11 2009, 3:17pm Anchor | ||
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What about Dark Messiah of Might and Magic? |
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Nov 11 2009, 4:01pm Anchor | |
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RATZGobbler wrote:What about Dark Messiah of Might and Magic?
what has that to do with it if i might ask? -- Looking for musicians for unannounced project, PM me for further details |
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| Nov 11 2009, 7:28pm Anchor | ||
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Sigma wrote:
RATZGobbler wrote:What about Dark Messiah of Might and Magic?
what has that to do with it if i might ask? I'm sorry, I thought this read as the Medieval FPS topic that's all. |
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