Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Suggestions
#1

Sackbots, what's the limit on this AI

Archive: 60 posts


I just recently made a very detailed level based on the MW2 map Rust and I have to tell you making any intellegnt enemys in LBP is hard. Basicly you have to sacrafice moving to make inteligent enemys that "shoot". I am hoping for the Sackbots in LBP2 to solve this problem. However, we don't know the limitations on this AI. Can they hold the paintinator and other power-ups? If so, will their paint do sackboy damage,kill him, or just get him dirty? Could they chase sackboy by folowing him up hills, leaping over fire pits, or swithing planes? What are some of the things you want them to do?
(Sorry if it's in the wrong thread I'm new and this is actualy my first post)<3
2010-05-11 12:20:00

Author:
Coreyeatpie
Posts: 40


I hope the sackbot can do whatever you're sackboy can do.If i'm alone in create mode and starting to feel lonely and nobody wants to hang out with me,then they could be a cool friend that just dances around when you are creating.2010-05-11 12:31:00

Author:
AbstractFlesh
Posts: 837


@Evaneced I'm also hoping it can do whatever sackboy can do. I also hope you can program your own dance!2010-05-11 12:38:00

Author:
Coreyeatpie
Posts: 40


I velieve they already mentioned sackbots can do anything a player can and more, even follow the player through some complicated platforming, so that's scratched off the list.

Also has been mentioned you're supposd to be able to choose their weakspots so they CAN be damaged by paintinator as well.

Now wether they can hold on to the power-ups i don't know, but my guess is they probably can.


@Corey:

They programmed the bots to dance in one of their previews, so that's a yes for that.
2010-05-11 12:47:00

Author:
Silverleon
Posts: 6707


16821

Well, they can grab, that's for sure .
2010-05-11 14:59:00

Author:
microchirp
Posts: 412


But for the Sackbots to actually see what way they should go, wouldn't that be a bit difficult to programm? And I hope you can give them emotions towards sackboys! 2010-05-11 16:10:00

Author:
Okisaan
Posts: 165


I believe that the answer to this whole thread is YES
2010-05-11 16:15:00

Author:
Keldur
Posts: 628


I just want a robot friend that follows me round and dances when I stop moving. 2010-05-11 16:23:00

Author:
alexbull_uk
Posts: 1287


I want to make an Army of myself

I may put my level project on hold because of these, as the level project contains lots of SackPeople characters. Having them move about would be much better than rubbish carboard cutouts!
2010-05-11 16:27:00

Author:
kirbyman62
Posts: 1893


I just want the ability to combine multiple behaviours / scripted actions into one bot and then be able to trigger each of them at will from a logic system (new-style, microchip version). I could probably spend the entirety of the rest of my creation career building control systems for bots if they gave us this.2010-05-11 16:33:00

Author:
rtm223
Posts: 6497


At first, I thought sackbots to drain away all the creature creating fun, but the more I think about it, the better it sounds. I can already see myself creating some highly intelligent sackbots to play with. Maybe something like this: This is a 2-player only level, if you are alone, please activate an AI to play with.2010-05-11 16:39:00

Author:
Chamion B
Posts: 124


A Sackbot is just a programmable NPC, it has all the capabilities of a real Sackboy! 2010-05-11 16:53:00

Author:
PoD CREW
Posts: 268


I think this will really and i mean really enhance the game... they look much more realistic when walking and it stops levels feeling like its just you. In some ways they are extra players. and you can even make it so you can control them. I am so overwhelmed by the shear intensity and customization of the new features that i will spend at least a week just building robots. Dont even get me started on the tons of other new features!. Lbp is now becoming probably the greatest game of all time. All games i was looking forward too this year are ruled out by this. i cant stop thinking about it. i cant even go on LBP anymore because it will make me more exited. I feel that they anounced it way too early. it will be a long wait but anyway im digressing... Heres to the grand future of LBP!2010-05-11 19:08:00

Author:
fruitmanlolli
Posts: 151


I'm hoping the A.I. system is fairly robust. One of the ideas that came to mind was a four player level with four sackbots (all dressed as characters for the level) with their own unique abilities. You start the level and you can take control of any of the bots, and the ones who have no drivers will simply run on A.I. If one of your friends have to leave mid-level, their bot reverts to being A.I. driven. It would be even cooler if you could switch which one you control at will. Switch from playing the tank character to playing the small can-fit-through-tiny-spaces character to unlock a door and then switch back. Like in Lego Star Wars.2010-05-11 20:19:00

Author:
Sehven
Posts: 2188


I know there will be more power-ups than the grappling-hook. So maybe there's a power-up when used against sackboy, can hurt him. I assume sackbots will be able to use power-ups.2010-05-11 20:41:00

Author:
maddoggnick96
Posts: 272


Great Ideas! I for one want to make it so they can hold differet wepons like shotguns, assualt rifles, and pistols all represented by paint guns. Or better yet be able to make custom 3D wepons!2010-05-11 21:10:00

Author:
Coreyeatpie
Posts: 40


Can hardly wait to enslave sackbots, forcing them to run in hamster wheels to power my level.2010-05-11 21:53:00

Author:
Arion
Posts: 17


@ Arion YES!!!2010-05-11 22:05:00

Author:
Coreyeatpie
Posts: 40


I want them and or the vehicles, or the power ups themselves to be able to have variable levels of speed, health, resistance to hazards, fire power, etc. With the ability to be manipulated in the micro chip - this way you could make sweet sweet leveling up systems, and have a full on RPG. Also the ability to have emitters ON the players... this would allow you to "summon" stuff too like FF or Kingdom Hearts, etc. But if not then I'm sure someone will make a sweet Sackbot you can ride around in through their series of levels, and hopefully you can level up the sack bot and his weaponry and his armor or whatever! I can't wait.2010-05-11 22:15:00

Author:
LuckyShot
Posts: 713


@LuckyShot A LBP RPG but how would health function. Mabye that's a funciton in LBP2.2010-05-11 22:20:00

Author:
Coreyeatpie
Posts: 40


that would be awesome, but at the very least you could have switching mechanisms pull a 3 way switch left or right (one wench attached to the left side of a 3 way switch, and one wench attached to the right side), attach it to a wheel that appears as a meter on the screen somewhere, where the pointer pointing right is full health and the pointer pointing left is no health... every time you get a health power up the 3 way switch gets pulled right, every time you or your sackbot take a paintball or a hazard the 3 way switch gets pulled left... then have a sensor on the meter to where it emits a plasma ball (to kill you directly) or is attached as a one time switch to your sack bot to kill him when it gets all the way to the left, aka out of health... and that's a simple idea, imagine if I took a couple hours planning out the details with an actual microchip of a sackbot, like I would normally do when creating.2010-05-11 23:08:00

Author:
LuckyShot
Posts: 713


I want the option to be able to shape sackbots into dogs, cats, dragons, and other animals and objects that can wak around with you and help you XD2010-05-12 02:08:00

Author:
grayspence
Posts: 1990


I wonder if we can blow sackbots up and slap them. 2010-05-12 03:34:00

Author:
cheesemuffins99
Posts: 102


... and slap them.

I've always wished the slap move could actually do something gameplay wise, instead of just being used on your partners.
2010-05-12 03:53:00

Author:
Sehven
Posts: 2188


I just want the ability to combine multiple behaviours / scripted actions into one bot and then be able to trigger each of them at will from a logic system (new-style, microchip version). I could probably spend the entirety of the rest of my creation career building control systems for bots if they gave us this.

I know this is a bit late, and the chances of you even reading this are slim, but MM has confirmed you can put microchips within microchips within microchips etc. to the point of thermo. So yes, you could construct several "personalities" and have them come into effect at certain points.

Jesus, you being my absolute favorite logiceer, I can't wait to see what you do with LBP2
2010-05-12 11:08:00

Author:
KablooieKablam
Posts: 364


@LuckyShot A LBP RPG but how would health function. Mabye that's a funciton in LBP2.

Yes, you CAN customize a HUD for your levels in LBP2 (add a health bar and such)
2010-05-12 11:09:00

Author:
KablooieKablam
Posts: 364


I know this is a bit late, and the chances of you even reading this are slim, but MM has confirmed you can put microchips within microchips within microchips etc. to the point of thermo. So yes, you could construct several "personalities" and have them come into effect at certain points.
Well that depends how you can actually interface between the actions of the sackbot and the microchips. It's possible likely that MM will go down the route of a fully integrated AI system inside the bots, triggerable by switch, which will limit the level of integration between external logic and internal AI. This would make things easier for a lot of creators (gui-driven etc.). Personally I'd like a more open ended approach, but I doubt that would be beneficial to most creators


Jesus, you being my absolute favorite logiceer, I can't wait to see what you do with LBP2 Thanks, I can't wait either
2010-05-12 11:28:00

Author:
rtm223
Posts: 6497


one wench attached to the left side of a 3 way switch, and one wench attached to the right side.

Sorry Lucky and for being off topic but I couldn't resist when I saw that. I just had to point out that it's always been a dream of mine to get stuck between 2 'wenches' !
2010-05-12 11:46:00

Author:
mistervista
Posts: 2210


I wonder if emitters can be put on sackbots and hooked up to a direct control.
For things like laser vision/fire breathing
2010-05-12 17:36:00

Author:
Jedi_1993
Posts: 1518


I think they can, Jedi, but what I want to know is can sackbots direct control things on their own (virtually pressing the buttons)?2010-05-12 17:44:00

Author:
Theap Pleman
Posts: 670


I really hope sackbots can change their costumes in-game and apply stickers to objects and themselves, but I'm not going to hold my breath on that one.2010-05-12 17:44:00

Author:
Unknown User


I've always wished the slap move could actually do something gameplay wise, instead of just being used on your partners.
I think we could stun sackbots for a while when we slap them. We could choose it a a weakpoint so you can't stun every sackbot you see.
2010-05-12 17:48:00

Author:
cheesemuffins99
Posts: 102


Well that depends how you can actually interface between the actions of the sackbot and the microchips. It's possible likely that MM will go down the route of a fully integrated AI system inside the bots, triggerable by switch, which will limit the level of integration between external logic and internal AI. This would make things easier for a lot of creators (gui-driven etc.). Personally I'd like a more open ended approach, but I doubt that would be beneficial to most creators

In an interview somewhere, Mm said that Sackbots can be as simple as enemies are today (flee, follow) but you CAN go advanced. They actually have a microchip inside them where you can put logic gates etc. inside of. So no worries

Embarrassingly enough, the MAIN thing that holds me back logic-wise in LBP is actually constructing the gates. I KNOW which ones I need, but they fail xD

Here's hoping I can do some sweet stuff with logic in LBP2
2010-05-12 18:17:00

Author:
KablooieKablam
Posts: 364


me too. too lazy to build it, but i know how to use it. i can pull off some sick stuff tho with my custom logic i was making for Mythicos IV. it was all based on wheels tho. not on pistons. wheels, and sliders in glass. maybe ill release it all in LBP2 as a historical piece.2010-05-12 18:52:00

Author:
poorjack
Posts: 1806


Sackbots can use direct control seats. In an interview with MM, they said that they played a level with racing caterpillers and "you race on a really furry caterpillar, with two sackbot AIs controlling the other two, closing in on us."2010-05-12 22:23:00

Author:
grayspence
Posts: 1990


Sackbots can use direct control seats. In an interview with MM, they said that they played a level with racing caterpillers and "you race on a really furry caterpillar, with two sackbot AIs controlling the other two, closing in on us."

I must have missed this interview, that's one big thing I really wanted to find out, thanks!
2010-05-13 01:11:00

Author:
Theap Pleman
Posts: 670


Sackbots can use direct control seats. In an interview with MM, they said that they played a level with racing caterpillers and "you race on a really furry caterpillar, with two sackbot AIs controlling the other two, closing in on us."

Oh my god, this opens up even more possibilities...
Sackbots are looking like they will be able to do some very complex behaviors
2010-05-13 01:11:00

Author:
Fancy_Zombie
Posts: 226


I looks at the breakdown of the LBP2 trailer and it actually shows you breifly sackbots following you through a hazardous area and using jump pads.2010-05-13 06:09:00

Author:
The Gentleman
Posts: 360


I just posted this on another thread, but I think it's probably just as relevant here. There's a rocket shaped object in the microchip picture that's floating around. My interpretation was that this is an object that can command a creation to move as programmed. I don't know whether this would be used with sackbots or not but it seems like the type of functionality people are discussing definitely exists.

My interpretation of how this object works is it basically accepts 4 wires, one for each of the cardinal directions. When each is on, the creation the object is attached to moves in that direction. There's probably settings for whether you want the object to ignore gravity and you can also probably use speed instead of on/off for additional control. Microchip logic would then be used to create virtually any complexity program you wanted for movement.

There might be a separate object for sackbot movement but even so, I think this particular object is indicative of just how much control LBP2 is going to give us over creations. I wouldn't be surprised if sackbots are handled in a similar manner with a set of objects for a variety of actions. For example, an animation object isn't hard to imagine. You select an animation (ie. wave) and when it receives an on signal, the sackbot waves.
2010-05-13 17:07:00

Author:
dcf
Posts: 468


one level idea for the sackbots i have, is a sackbot that just keeps walking right, and sackboy would be in a long room above the sackbot, and would activate switches to help the sackbot get to the end (put elevators up, open doors, etc) and the sackbot would activate a switch that would open a door to the end of the level for the sackboy. i just noticed that sackbot is just sackboy, but replace the Y with a T.2010-05-14 01:58:00

Author:
Nordin
Posts: 55


At first, I was wondering if it'd be possible to give Sackbots a line of sight for detecting enemies. I guess a Sensor tool would be handy for that, though.

I do hope we get an advanced set of detection tools for Sackbot AI. It'd be cool to replicate a robot that navigates a maze, moving away from a wall when it detects one. Sure, I could do some trickery with magswitches for that, but it wouldn't quite be the same as having the sackbot avoid -every- wall, rather than just the walls I place magkeys near.
2010-05-14 02:06:00

Author:
ChazFox
Posts: 132


I wonder what would happen if a Sackbot was controlling another Sackbot with a Direct Control Seat, and made the controlled Sackbot go into a direct control seat that was then attached to the controlling Sackbot..

Would they control each other?

Also, I wonder if they can solve simple puzzles. Like, if they can "see" the wiring of a level so, for example, they drag a block of sponge with a key on it to open a door in order to follow you.
2010-05-14 03:43:00

Author:
KablooieKablam
Posts: 364


[QUOTE=ChazFox;468077]At first, I was wondering if it'd be possible to give Sackbots a line of sight for detecting enemies. QUOTE]

THis is already an option, in avideo (im too lazy to find it right now) it shows a sackgirl programing a sackbot, it has all of the functions on AI from the original game, (w=hich indeed does have awareness ratio) and some added new ones on the sackbots.
2010-05-14 13:01:00

Author:
grayspence
Posts: 1990


I wonder what would happen if a Sackbot was controlling another Sackbot with a Direct Control Seat, and made the controlled Sackbot go into a direct control seat that was then attached to the controlling Sackbot..

Would they control each other?

Also, I wonder if they can solve simple puzzles. Like, if they can "see" the wiring of a level so, for example, they drag a block of sponge with a key on it to open a door in order to follow you.

Im pretty sure you can program them to do this with a microchip. (sorry for DPing!)
2010-05-14 13:02:00

Author:
grayspence
Posts: 1990


I want the option to be able to shape sackbots into dogs, cats, dragons, and other animals and objects that can wak around with you and help you XD

That's what the traditional creature parts are for.
2010-05-15 04:42:00

Author:
SackBolt
Posts: 97


I wonder if emitters can be put on sackbots and hooked up to a direct control.
For things like laser vision/fire breathing

sorry if a lot of people know this but you can emit sackbots. but im not sure if sackbots can emit other objects though.
2010-05-15 06:36:00

Author:
supersonic56
Posts: 287


I wonder what would happen if a Sackbot was controlling another Sackbot with a Direct Control Seat, and made the controlled Sackbot go into a direct control seat that was then attached to the controlling Sackbot..

Would they control each other?

Also, I wonder if they can solve simple puzzles. Like, if they can "see" the wiring of a level so, for example, they drag a block of sponge with a key on it to open a door in order to follow you.

Lol very interesting question.
It made me laugh quite hard
I think if that happened they would both just explode

I'm very interested to see how they would do in solving puzzles...
I know you could just program them to do exactly what they need to do to solve the puzzle, but what would happen if you didn't program exactly what to do?
2010-05-16 06:57:00

Author:
Fancy_Zombie
Posts: 226


The Sackbots have to be destructible? With switches too, not just with creature brains and fog/fire/electricity/laizors/squishing... 2010-05-16 14:04:00

Author:
Unknown User


Can hardly wait to enslave sackbots, forcing them to run in hamster wheels to power my level.

You are sick and twisted. I would like to subscribe to your newsletter.
2010-05-18 23:03:00

Author:
roux-
Posts: 379


LoL. I hope Sackbots are able to mimic the player if he/she goes to their range 2010-05-19 07:25:00

Author:
Unknown User


I wonder if sackbots can slap? I would bring a new meaning to the word 'annoynace'...

EDIT:Or If they can it might actually be cool for one of those 'don't move' levels
2010-05-30 22:15:00

Author:
bs58qw
Posts: 59


im gona use sackbots as zombies , and i cant wait !2010-05-31 00:14:00

Author:
SackBoy98
Posts: 588


I'm very interested to see how they would do in solving puzzles...
I know you could just program them to do exactly what they need to do to solve the puzzle, but what would happen if you didn't program exactly what to do?

The sackbot would only be able to "solve" what you program the sackbot via chips to be able to "solve." If you didn't program your sackbot to do anything it would stand there like a piece of furniture.
2010-05-31 16:22:00

Author:
schm0
Posts: 1239


The main thing I hope for is to see all the programing options for sack bots2010-05-31 22:30:00

Author:
Coreyeatpie
Posts: 40


What I REALLY want is to be able to glue material to them. Think of the possiblies of that! Heck, if you could do that, that's all I'd ever do. Make an awesome "material-made costume", put it on a sackboy, program it, BAM! You got an intellegant enemy!2010-05-31 23:18:00

Author:
Prince Pixelton
Posts: 286


hi friends, please play my A.I boss figth: crazy agent sack 5 featuring action, story, cutscenes, characters, A.I boss figths and the option of stealth, i have never seen an A.I boss figth: on lbp comunity so please try my lvl my id: polloizarraraz432010-06-01 02:37:00

Author:
Unknown User


Erm... Please don't advertise for your levels on other threads. It's considered spam.

http://www.lbpcentral.com/forums/forumdisplay.php?40-Level-Showcase

^ Click on that there link, where you can create an entire thread for your level. Keeps the forum clean and spam free. ^

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
On Topic

I'm really hoping for the best, but expecting the worst for these Sackbots.

I think I might have a meltdown if worse comes to worse, though.
2010-06-01 02:43:00

Author:
Frinklebumper
Posts: 941


I feel that they anounced it way too early.

Actually, they started working with lbp 2 for two years ago But, i agree. They should keep it secret until it was like 2-3 months left
2010-06-01 15:37:00

Author:
Jonaolst
Posts: 935


^^
Yeah now I feel like if I publish my new Rust level I will miss out on puting some awsome sackbot A.I. AND we have to wait untill the Holodays to get it.
2010-06-01 21:08:00

Author:
Coreyeatpie
Posts: 40


Not directly about sackbots, but can we wire a DCS up to maneouver (sp?) A sackbot, if so, what can we make it do?2010-06-03 22:15:00

Author:
Matimoo
Posts: 1027


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.