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#1

Dueling AI - Could we do it?

Archive: 13 posts


So I made a level where you remotely control a little Tank and try to outperform an opponent that is essentially a rudimentary AI. I've seen a few topics that pique my interest about people proposing robot duels and things of that nature, but quite frankly I never see them take off. I could attribute this two to, or more, possible reasons. First, it's not a topic or an avenue people are interested in following. Second, a good framework doesn't exist within which to set up something of this nature.

What I'm establishing here, is, I have a framework. I have well documented mechanics that can be built on and modified for the prospective 'bot. I have sets of rules that govern behavior that make for an interesting show. Basically, as far as I can tell, I have everything one would need to set up and participate in a sort of AI robot duel match that I've seen posted about in several different forums.

My question, then, to the lot of you, is this: Is this something you want? Is there a subcommunity attracted to the idea of an LBP BattleBots, that hasn't taken off simply because we haven't gotten together to start it?

If that's the case, then join me, battlers. Let's start a new revolution in logic and building!
2009-05-04 20:56:00

Author:
ReverendWolf
Posts: 21


I think if you were able to make an impressive AI, the community would love it. Right now, your rudimentary system leaves a lot to be desired... but its just a beginning. The way you have your AI set up actually makes me think of tactical strategy games, with the turn based combat.

I'd give the logic a shot if you'd like, i always have fun adding logic to bosses... which is somewhat rudimentary programming in itself
2009-05-04 22:06:00

Author:
Burnvictim42
Posts: 3322


You're right in deducing my design to a strategic one. It weights offensive possibilities against defensive, depending on the number of hits scored against each player, with a healthy amount of random-ish built in. Offense has a certain chance percentage for choosing each of the three weapons, and defense has a different layout of percentages. I like to think it functions pretty well, but it does need work.

So, what exactly would constitute an "impressive" AI? Would an idea like this be more suited for real-time or turn-based operation?
2009-05-05 15:37:00

Author:
ReverendWolf
Posts: 21


Um... as to "impressive" its all in how much actual intelligence you can give the bot, and the speed that it reacts. By "intelligence" i mean, the ability to comprehend where other things are, and respond accordingly. Like, if you were to continue with your tankbots, giving the enemy the intelligence to know where your player is, and shoot acurately.

The setup you have now is more suited for turn based, as you lock your controls for a given period of time while the enemy reacts. But, depending on how well things could be programmed, its possible you could make it real time. I have some "programming" on my 3rd boss in my KH level, where the boss follows you around, and randomly attacks with one of 6 moves (though you can get combos of those 6 moves too ;p). Its not much, but its real time, and the enemy "thinks" about where the player is before attacking, and the random element makes it a formidable opponent.
2009-05-06 00:19:00

Author:
Burnvictim42
Posts: 3322


I think this would be an awsome idea, if only someone could come up with a "computer chip" massive logic device that could be applied to different bot then this could have some real potential.2009-05-06 01:57:00

Author:
redmagus
Posts: 667


Well, what would you like the bot to do, and how would you like it done? Narrowing down what you're actually looking for in a dueling AI could help a lot with figuring out logic.2009-05-06 03:02:00

Author:
Burnvictim42
Posts: 3322


The idea I had in my head was similar to Battlebots. People would design their own concepts and weapons to be applied to their own logic, or if they weren't logic oriented, it could be configured to support a "template" logic, fully documented for the user. I need to take a look at your boss, burnvictim. I'm really interested in how that performs. One of the hurdles I ran into while designing the Tank logic was the real time. I just wasn't confident that it would perform right if it was in real time, given the angling of the guns, positioning the tank, and whatnot. Also, I had to think about the player, being only able to control one function at a time, while the AI had basically free reign of the controls. I haven't learned enough about the logics and such to really get past that.2009-05-06 04:33:00

Author:
ReverendWolf
Posts: 21


yeah, well with your tank setup, turn based is a great way to do it. Like you mentioned, the sack person can only control one thing at once, while AI logic can get very complex (and schweeet )

So i take it you want to modify your current tank setup, but how? Does it need to be more acurate, does it need to be faster, do you want more freedom/better movement? All of the above? lol

Maybe if i saw your current mechanics, i could attempt to understand how to improve it.


The following suggestions kinda scrap your design a bit, and makes it a bit more real time. lol, sorry, i got an idea and went with it.

Perhaps you could cut down on the aiming time by using magnetic key switches (ie: the barrel is hooked up to the mag switch, and the key is on the enemy, so when the turret is aimed at the enemy, it stops moving.)

As to freedom of movement, you could make something to hold your tank in the air, so you could have vertical as well as horizontal movements. If you do it taht way, you could have a 360 degree thin turret as well.

As to speed, maybe you could give them an auto firing mechanism? that way, the player has to concentrate on moving rather than firing.


just some ideas.
2009-05-06 05:23:00

Author:
Burnvictim42
Posts: 3322


I like the idea a lot! especially the dueling bots. i have a level with 2 dueling bi-peds. the problem I am having is having 2 players on the same screen without 1 getting counted out. The camera angles only go so far. remotely controlling them could work?2009-05-11 20:28:00

Author:
steakmo
Posts: 57


What i was thinking wouldn'd be controlled. It'd be designed by the players to be self-sufficient, like burn's AI reacting to the player. the only exception would be instead of reacting to sackboy, it would track and react to the other bot. then using their programmed behaviors, they fight to the DEATH!2009-05-12 16:13:00

Author:
ReverendWolf
Posts: 21


that would also be good because then they would both fit on screen2009-05-12 22:17:00

Author:
redmagus
Posts: 667


You guys need to get dcf involved - he rocks at AI, and his boss fight at the end of his FIRST level, is still far and away the smartest, most mind boggling, boss fight I've ever seen.

His screen name and psn are "dcf" and his first level was the Icurus project or something like that... He also has boss AI tutorials.

I now have a great idea for a mini game level, if this ever works. You would just replace proximity switches in his set up with mag switches on the bots.
2009-05-14 02:02:00

Author:
LuckyShot
Posts: 713


brilliant idea! id love to play this once its done2009-05-14 02:35:00

Author:
johnrulz77
Posts: 835


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