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Daimonin Forum  |  Project News  |  Official announcements  |  Programmers' blogs  |  Topic: Gecko 2006-04-05: Some AI work « previous next »
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Topic: Gecko 2006-04-05: Some AI work  (Read 2006 times)
Gecko
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« on: April 05, 2006, 03:49:39 pm »

I'm currently doing some experimental work on the AI to enable mobs to interact more with their environment. Basically I'm creating the groundwork for having mobs sensing and classifying interesting objects around them. This is also being tested with a few surprise behaviours for the upcoming dog mobs.

As usual, the hard part is in creating an efficient but flexible base that can be used for many different purposes later.

Right now I have a working prototype but it's not good enough for release  yet. Hopefully I will be done around the beta 4 release.
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Unislash
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« Reply #1 on: April 05, 2006, 05:42:17 pm »

Awesome. Looks like more fun for mappers too Cheesy. Is it in the CVS yet or still working on it?

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Gecko
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« Reply #2 on: April 05, 2006, 06:08:21 pm »

Not in CVS yet. I want to discuss it somewhat with mt first.

BTW. Are you going to send me your quest ideas some time? If you don't have my email addy I can PM it to you ;-)
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polyveg
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« Reply #3 on: April 05, 2006, 09:27:45 pm »

thats cool, so i get a dog and dont have to play daimonin on my own. the dog solves all the quests for me, right Wink
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dwarrior
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« Reply #4 on: April 06, 2006, 01:57:21 am »

More like the dog barks, setting off every enemy on you. you scream out "Help me, dog" it stares at you, then runs away, leaving you to die. Hooray!
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ThePlaneskeeper
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« Reply #5 on: April 06, 2006, 02:00:22 am »

rofl

i like dwarrior's concept of the dog.
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Unislash
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« Reply #6 on: April 06, 2006, 03:32:01 pm »

Ah, i'll send it to ya now gecko Smiley. The doggie is really cute guys, say thanks to mysteria for it!

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Sherock
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« Reply #7 on: April 08, 2006, 08:44:52 pm »

I was kind thinking...
Finnally getting a script for self growing plants our hero She decides to celebrate...

Ohh sweet a dog script <<gets pet doggy script>> :lol:

ohh looky my pet doggy running around my clan house!!! wheee <<goes inside for coffee>> Tongue

OH nO !!!  M y pet has dug up my growing flowers !!  Baaaad  Pet Script!!!  you naughty boy !! :twisted:
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« Reply #8 on: April 09, 2006, 03:09:21 am »

No Sherock! You don't want another lawsuit, do you?
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smacky
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« Reply #9 on: April 04, 2007, 01:48:59 am »

What is the current status of this AI stuff? Is there any documentation on writing an AI with the existing processes, actions, and movements or do I have to try to figure it out from existing AIs? (and don't direct me to the server source -- the relevant bits go waaaay over my head :S)
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longir
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« Reply #10 on: April 04, 2007, 05:29:52 am »

I'm pretty sure for now, figure it out from existing AI's or write a script for the mob telling it what to do to (iirc that's how Tehill is doing that little project he's working on  heehee)
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smacky
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« Reply #11 on: April 04, 2007, 10:05:16 am »

I was afraid of that.

The problem with scripting is it's limited because there are so few event triggers. But you can, for example, put a timer or some other type of connector in the mob and then either have it trigger the script every n seconds (or by whatever criteria it uses to connect) or use it to start a coroutine script (this is how my prototype drunk in Sg tav works) but I suspect this is quite memory-intensive on the server. Still, maybe Tehill has something better.

Anyway I shall go study AIs.
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Gecko
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« Reply #12 on: April 04, 2007, 02:57:16 pm »

There's plenty of documentation about the AI system, but perhaps not what you are looking for:
    http://www.daimonin.net/index.php?op=modload&name=phpWiki&file=index&pagename=Configuring%20Monster%20Behaviour
    http://www.daimonin.net/index.php?op=modload&name=phpWiki&file=index&pagename=Mob%20AI
    http://www.daimonin.net/index.php?op=modload&name=phpWiki&file=index&pagename=Behaviourlist
    http://daimonin.svn.sourceforge.net/viewvc/daimonin/trunk/server/src/include/behaviourdecl.h?view=markup
    [/list]
    There are also several examples on the AI testmap, and in the maps/lua/ai directory:
    http://daimonin.svn.sourceforge.net/viewvc/daimonin/trunk/maps/lua/ai/
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    smacky
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    « Reply #13 on: April 04, 2007, 03:08:42 pm »

    HTH did I miss those first two links? OK, this looks to be just what I need to kickstart me into making sense of the server source and example scripts. Smiley Cheers.
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    Gecko
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    « Reply #14 on: April 04, 2007, 03:17:18 pm »

    An AI configuration for a mob is only a selection of behaviours with parameters. No scripting involved. Perhaps that is also why you missed the AI documentation -  it isn't under "scripting".

    Behaviours are the building blocks of an AI. If the ones that exist now isn't enough you can prototype new behaviours in lua, which is where scripting can get involved. Scripting behaviours require a detailed understanding of how they function and interact together, so you should save this until you have played around some with the existing behaviours (IMHO).
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