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Old Dec 15, 2006, 06:45 AM // 06:45   #1
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Default Create your own AI!

I'm learning IT right now, and we're working on Java. Java's pretty cool'n all, but you gotta keep different things in mind. That is why sometimes we are allowed to use Robocode, a kind or arena game for robots. You program your own robot ( in a java-based AI code ) and let them fight. See who programmed the best robot.


How about implementing such a tool in GW itself?

Dunkoro: if Yanman.health < 1/2*Yanman.health.max
{Word of Healing = target.Yanman
}

Stuff like this. I'll work on it later too.
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Old Dec 15, 2006, 01:16 PM // 13:16   #2
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Quote:
Originally Posted by Yanman.be
I'm learning IT right now, and we're working on Java. Java's pretty cool'n all, but you gotta keep different things in mind. That is why sometimes we are allowed to use Robocode, a kind or arena game for robots. You program your own robot ( in a java-based AI code ) and let them fight. See who programmed the best robot.


How about implementing such a tool in GW itself?

Dunkoro: if Yanman.health < 1/2*Yanman.health.max
{Word of Healing = target.Yanman
}

Stuff like this. I'll work on it later too.
Maybe im whinning butt you know what Anet is saying about a third program.
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Old Dec 15, 2006, 01:33 PM // 13:33   #3
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But I'm talking about an in-game editor, supported by A.Net. This idea is just for kicks though.
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Old Dec 15, 2006, 04:07 PM // 16:07   #4
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Wouldn't be very accessible to most players, especially if you're keeping your object oriented syntax example

I don't think Anet would allow this anyway, thought i like the idea (I'm allright with coding).
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Old Dec 15, 2006, 04:54 PM // 16:54   #5
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It could get easier if you make a GUI version ( like word vb editor I think ) where simply select target, condition, and action etc.
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Old Dec 15, 2006, 08:49 PM // 20:49   #6
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Yeah, the old pseudo-turn-based Baldurs Gate series for PC had javascript-like language for customizing NPC behavior. I would certainly love for A-Net to provide us that level of granularity for hero AI.

Nightfall is wrapped under my Christmas tree, so I haven't seen the interface yet, but just from reading here, I think I'm going to be disappointed in the level of control we have.

Don't get me wrong, I think they will be great compared to henchies, pets, and minions, but I'll still be wishing for the scripting engine controls like you suggest.
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Old Dec 15, 2006, 11:23 PM // 23:23   #7
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It would require a lot of coding from both ANET and the player, but its possible. Just look at games like FF12.
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Old Dec 16, 2006, 08:07 AM // 08:07   #8
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I've thought that from the beginning. I'm willing to bet that they use some form of a little language for their AI anyway.

It wouldn't take a huge amount of effort on the players - just like we can now go to guildwiki and copy a template no reason one can not do so with new AI. It doesn't really even need to be in game editor, just load a script from a directory (that is a common way many games load their AI). If the henchies could read the chat window players could even add complex hench control from chat commands.

Not so sure I see it happening though. It may very well take a huge amount of effort (do not know their code base, could be easy, could be hard) and their time is better spent on other features. Plus there is already enough complaints about not finding a group. Right now the heroes are pretty well balanced with regards to not screwing either side (us henchie players get decent skills and team builds with the AI and the human groupers still are superior).
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Old Dec 16, 2006, 08:52 AM // 08:52   #9
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while (koss hp == .5*kosshp)
{ Skill frenzy;
Skill heal signet;
}

^_^ sounds like fun but its never guna happen =D
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Old Dec 16, 2006, 09:03 AM // 09:03   #10
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anets lazy
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Old Dec 16, 2006, 10:04 AM // 10:04   #11
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What's A.Net's main programming language? Anyone got an idea?
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Old Dec 16, 2006, 03:13 PM // 15:13   #12
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I would haphazard a guess, some form of C with bits and pieces in other languages namely ASM. I would say thats the main language for the game engine the others I would say different. I wonder if its object oriented though.
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Old Dec 16, 2006, 03:35 PM // 15:35   #13
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A Program To Tell Heros When To use what skills on people etc is what i want
so like Only Grenth Balance When Enemy Has more health only use rez signet if no1 else on team has proper ress Only Use Word Of Healing When at 45% Hp / Only Infuse Health when there not under attack and have 100%HP And Target Has Under 20%health
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Old Dec 16, 2006, 05:25 PM // 17:25   #14
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Best. Idea. Ever.

p.s. Robocode rocks!
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Old Dec 16, 2006, 05:26 PM // 17:26   #15
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Quote:
Originally Posted by Yanman.be
What's A.Net's main programming language? Anyone got an idea?
Just a shot in the dark here but I'd say most likely C++
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Old Dec 16, 2006, 06:36 PM // 18:36   #16
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Quote:
Originally Posted by jimmy_logic
I would haphazard a guess, some form of C with bits and pieces in other languages namely ASM. I would say thats the main language for the game engine the others I would say different. I wonder if its object oriented though.
Yeah, assembler would be used for the engine and other fast applications (networking ) I guess.


And Barrett, your post is near-illegible....
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Old Dec 16, 2006, 09:46 PM // 21:46   #17
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They just need to add the ability to tell your henchman what to do and when to do it like string skills together or cast something only if health below 75%. I guess it would be overpowered...
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Old Dec 16, 2006, 10:00 PM // 22:00   #18
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The main game code would be in C++, and in most cases, external tools would be done in C#
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Old Dec 16, 2006, 10:24 PM // 22:24   #19
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Quote:
Originally Posted by Wrath Of Dragons
The main game code would be in C++, and in most cases, external tools would be done in C#
Visual C++, of course
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Old Dec 17, 2006, 05:04 AM // 05:04   #20
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First off, I've never written any game more than just a joust clone or simple side scroller, and then that was back in the 90's. Most of my work is in compiler theory and high performance computing (mainly the infrastructure part - high speed message passing algorithms)

I would guess c++ for most of it. Well written C++ code can run quite fast, there is little need for assembler any more outside of things like embedded systems, device drivers, and really small tight loops. It is *really* hard to beat todays compilers, so much so that even most of the traditional assembly projects have switched over.

As to if VC++ - dunno, there are quite a few good project suites out there but were I to hazard a guess I would say VC++.

Typically the AI is implemented in some form of a list processing language - they just tend to be able to express AI's extremely well. So well that it is typically worth implementing a "little language" within your software to do so. I do not know if there are canned packages out there for it, I suspect there probably are. If not, I've implemented several in a few weeks including testing (though, again, not for gaming purposes), I'm sure their programmers are quite familiar with this as it was standard back in the 90's when I dabbled in gaming.

You see this in most games where the user can edit the AI.

But, all this is speculation based on how most projects work. It could be incorrect in every part depending on what skills their staff posses (much better off building around your teams ability that forcing a rigid "correct" structure that you team doesn't possess the skills for and would need to learn).
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