1. Bot engine

Ralf

The more I play with you BOT engine the more I like it. I was wondering
though if it would be hard to implement
something like 'fog of war' similar to Warcraft. That way the AI won't
cheat and automatically know the layout
of the map, but say when you are in town buying supplies it will shut it
off, because you wont be fighting. I
think if use a boundary layer and just say that -1 is unexplored, 0
passable, 1 not passable. This would work
with my ROUTE.E library.

Thanks
Paul Martin

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2. Re: Bot engine

Just a quick comment:
You wanna know what my problem is?
I can't decide between John Bown's Pixelbot program, and Ralf's bot
engine, as they both stand at the moment
I like the API of John's, and besides, I started off on that, so I'm a
bit more familiar with it....but Ralf sounds like he's got some great
ideas for the next release, or whatever....so it remains to be seen
which one I decide to concentrate my efforts on...

Not that this really has any prevalence to anything, just an unnecessary
comment, sorry =)
Greg
--
Greg Phillips
i.shoot at rednecks.com
http://euphoria.server101.com
--

Useless fact of the day:

A Boeing 747's wingspan is longer than the Wright brother's first
flight.

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3. Re: Bot engine

>Just a quick comment:
>You wanna know what my problem is?
>I can't decide between John Bown's Pixelbot program, and Ralf's bot
>engine, as they both stand at the moment
>I like the API of John's, and besides, I started off on that, so I'm a
>bit more familiar with it....but Ralf sounds like he's got some great
>ideas for the next release, or whatever....so it remains to be seen
>which one I decide to concentrate my efforts on...


Well, actually I think you cant totally compare the two currently.
The goal of 'match' is different.
And the latest has turned out to become more of a generic-purpose
tile-engine which can be used for botmatches rather than a botmatch with a
single goal.

I will add the 'mazerwar' kind of match at least and maybe I will add a few
'dogfights' as well..

ANother purpose of this, I was thinking of, would be that I could easily
train, develop, playtest enemy AI when I ever get to make it into a game.


Ralf

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4. Re: Bot engine

>
>Just a quick comment:
>You wanna know what my problem is?
>I can't decide between John Bown's Pixelbot program, and Ralf's bot
>engine, as they both stand at the moment
>I like the API of John's, and besides, I started off on that, so I'm a
>bit more familiar with it....but Ralf sounds like he's got some great
>ideas for the next release, or whatever....so it remains to be seen
>which one I decide to concentrate my efforts on...
>
In the long term you will probably be better going with Ralf's. I intend
to freeze Pixel Bots when I reach a reasonable point of development (
end of 98 or so ) and leave it as an example that could be used by
others if they wish. I don't intend to keep developing it ad infinitum.

One of the aims I had was to show how a program should be written [ and
not just Euphoria ] to show the level of documentation required at both
user level and in source code. It also taught me an awful lot about
using Euphoria along the way. And many thanks for everyone's
encouragement and support along the way.

I still think that coding Pixel Bots is a fast-track way into Euphoria
programming which is why I don't want to take it too far or it will
become excessively complex; I have tried to keep the arena program as
simple as possible but even that's proving difficult.

I'm hoping to move on to designing actual Pixel Bots rather than the
arena itself and want to keep that running as an ongoing project with
the arena program and API's set in stone.

In the long term; Ralf's Bot Match is likely to go the full hog, and
good luck to him, I'm sure he's enjoying himself as much as I have.

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5. Re: Bot engine

[MultiPlayer]
I will eventually support this. All elements of Neil ( I think, maybe Pete
can elaborate on this) support win32 as well, except the final screenblit. I
will lookup the directx documentation and only wrap this single screen_blit
so we have a descent speed. I dont think it will be easy, but its only *one*
routine (and problely some video mode configuration routines) .. but other
than that.. I simply dont need it. Neil handles all virtual screen, color
conversion, rle-sprites etc fine, under both win32 and dos32. The interrupts
that are used with on older vesa bords, are only needed for the screen-blit.
So, the screen-blit really is the only thing I need for win32 to 'wrap-up'
or bug Pete to add it to Neil himself.

[Why choose ?]
>In the long term; Ralf's Bot Match is likely to go the full hog, and
>good luck to him, I'm sure he's enjoying himself as much as I have.


Well actually I am, however feel free to use the botmatch.e library as it
stands right now (no actual program that uses them, other than the
work-in-progress MazeWar)

And since you're 'goal' and api are totally different from what I expect to
make, I dont think its really that comparable. I will release the latest
botmatch routines, a complete mazewar implementation of them and a couple of
bots for that implementation, together with documentation for the
botmatch-library (which actually turned out to be a general-purpose
tile-engine). What I mean is, I dont think it will take much effort to use
the botmatch library, only as an 'graphical' output layer and maintain the
rest of your code, api, etc.

Ralf N.
nieuwen at xs4all.nl
ralf_n at email.com

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6. Re: Bot engine

Quick question, Ralf... What's a tile-engine? I mean, what more does it
encompass than drawing squares on the screen?

T'anks...
ck

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7. Re: Bot engine

>Quick question, Ralf... What's a tile-engine? I mean, what more does it
>encompass than drawing squares on the screen?


Well, as you may have seen in the current release of botmatch (from my site)
you will notice, the 'squares', the following of a bot/actor of you choice
(set by numpad '-' and '+') .. other panning control functions, it manages
sprites, bots, status line.

Just wait until I finished the docs. Or get whats done so far from my site,
and try the panning control with using numpad '5' to switch between 'follow'
and 'free' mode. In follow mode the bots are magnetic (however the
directorion you are facing also has some influence) . The arrow keys of the
numpad control the panning as well.

The normal arrow keys are used to move one of the bots, the other is being
moved by itself, its Lucius WallTracker II. It follows the wall thus.

But more importantly, you can edit the line in game.ex that calls up a
graphics mode, and use any resolution and color depth (when Pete fixes it)
you want. You'll notice everything will still work fine.

Also try holding numad 5, notice the delays ? Try holding the arrow keys,
notice they dont delay ?
And just look at the code used for the bots (how little i mean)
And the code used for what's done of MazeWar. I think that speaks for
itself.

Ralf

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