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Artificial Intelligence

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Post by SoulRed12 - Moderator Sat Jul 19, 2008 4:21 am

One of my favorite aspects of programming is Artificial Intelligence. I'm consistently toying with ways to make computers smarter and smarter. I don't mean smarter as in perfect, but rather as humanlike as possible.

First off, I think you might enjoy reading this thread I started about imperfect A.I. on the GMC.

Next, I'd like to see your best examples of A.I in Game Maker. I have one in development, but it's being written for YYG comp 03. Therefore I'm not releasing it until the whole game is finished. However, in the mean time I'll be looking around for old examples of my own that I can dig up and post.
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Post by im_not_emo Wed Jul 23, 2008 5:10 am

Quick question, how did you come up with an idea for Comp03. I tried but couldn't

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Post by SoulRed12 - Moderator Wed Jul 23, 2008 2:32 pm

I'm not entirely sure. It was just one of those things, you know where you're walking somewhere and it comes to you. Before that, I was actually trying to come up with an idea, and I never did.

But soon after I started work, I realized that in this game I had to make the computer play like a human player. It's really not a game that would take me long to make; except the A.I. (which I've been developing for about two weeks now).

I'll post it and link to it here when I have a bit more done.
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Post by Luke(ADMIN) Wed Jul 23, 2008 2:37 pm

I love AI... The sheer thought of the computer learning from its environment, or the user's movements is fantastic. Soon we will have AI that can have opinions, generated by personality traits
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Post by im_not_emo Wed Jul 23, 2008 11:43 pm

AI is cool, but for a game you have nothing of the standard you can get to though...

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Post by mrsmes Wed Aug 20, 2008 10:00 am

well, from my ai, programming experiences I have used variable operated case checking in v past, ah... but u wouldn't be interested and would probably think it doesn't work using one variable, I don't blame u the gmc even didn't and yet, this worked.

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Post by DT-170x Mon Aug 25, 2008 4:51 pm

Yes But Watch out of the Wack People AI

Took only 2 hours to put in. After the first run I got Stomped and destroyed.

The AI decides to go after you or not. Jumbo Wack Fireball if confronted with a wall. The enemy lobs a grenade to you.

OH Wack Peoples will be out in 1 to 2 months.
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Post by Skaithra Mon Aug 25, 2008 8:36 pm

Man I love making AI's just bites you in the butt with all the variables I have to use.
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Post by Quinlan Vos Sun Sep 07, 2008 11:07 pm

yeah AI is cool

you just have to find the perfect inbetween

'cause you could make 'em really stink...or make impossible to beat Smile
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Post by Skaithra Mon Sep 08, 2008 3:21 am

Yep, I made one that runs around when someone shoots something, it looks like it was a headless chicken O_O
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Post by JAk HAk Tue Sep 23, 2008 7:35 pm

Does anyone use any of the built-in functions for motion planning here? Or do most people find it better to make their own scripts for said action using checks and loops and such?

I find that for really good ai, it always is sooo CPU intensive. This always slowed things down until I got a new computer, but I'm afraid that the same kinds of problems that I had had would affect the general poplace considering most people don't invest in a really good computer.
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Post by John(GmMkr-Admin) Tue Sep 23, 2008 7:47 pm

Good computers should be cheaper. >.<

Well, at least I know that I have a duo core processor. Razz

AI can get pretty intense on a computer. Especially for the people that put all of their AI in the step event.
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Post by DT-170x Tue Sep 23, 2008 7:51 pm

Some time computer game if faster the harder the AI. Think about it I got a chess game that run 100% on a 33Mzh processor and I playing it on a 2600Mzh processor. Even at the essayist level I get stomped.
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Post by SoulRed12 - Moderator Tue Sep 23, 2008 9:50 pm

Does anyone use any of the built-in functions for motion planning here? Or do most people find it better to make their own scripts for said action using checks and loops and such?
I like to use the built-in functions whenever possible, it takes less time to be executed. But it obviously doesn't help if you're using i.e. a platform engine. It's really hard to write realistic platform A.I. Sad But still fun.
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Post by im_not_emo Tue Sep 23, 2008 9:54 pm

If im making top down, i prefer to use the built in functions. (They run faster due to being precompiled etc), but i often find making my own scripts gives me EXACTLY what i want, rather than a really close variation

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Post by DT-170x Tue Sep 23, 2008 9:57 pm

SoulRed12 - Moderator. My AI engine is primary +90% D&D. It ain't that hard. After a hmm months you will get the hang of it.

And I am still using Wack People AI Engine. Very Happy
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