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Innermike
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Response to The Flash 'Reg' Lounge 2012-10-20 12:08:06 Reply

Quick question:
I'm going to make a pixel artist request soon in the collaboration forum, but before I expose my current game engine to scrutiny I was wondering, what do you guys think about a flamethrower as a weapon? I was thinking of using it as a game mechanic (lighting torches, melting ice etc) but I have a feeling it's a little too sloppy for combat, do you guys prefer a more straightforward projectile type deal or would you be interested in something a little more loose?

Also, can we start an argument about how 'haXe' is pronounced please?


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Response to The Flash 'Reg' Lounge 2012-10-20 12:13:59 Reply

At 10/20/12 12:08 PM, Innermike wrote: Quick question:
I'm going to make a pixel artist request soon in the collaboration forum, but before I expose my current game engine to scrutiny I was wondering, what do you guys think about a flamethrower as a weapon? I was thinking of using it as a game mechanic (lighting torches, melting ice etc) but I have a feeling it's a little too sloppy for combat, do you guys prefer a more straightforward projectile type deal or would you be interested in something a little more loose?

Also, can we start an argument about how 'haXe' is pronounced please?

What are you looking for in combat? A flamethrower is a pretty neat idea as a game mechanic; maybe you should change combat to be able to fit the flamethrower more. Or give certain enemies fire-retardant suits or something.

Hex, but everyone says hacks.

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Response to The Flash 'Reg' Lounge 2012-10-20 12:39:34 Reply

At 10/20/12 12:13 PM, MSGhero wrote: Hex, but everyone says hacks.

I pronounce it "haycks"


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Response to The Flash 'Reg' Lounge 2012-10-20 15:50:05 Reply

At 10/20/12 12:13 PM, MSGhero wrote: Hex, but everyone says hacks.

Ye, Hex is the official way.

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Response to The Flash 'Reg' Lounge 2012-10-20 17:40:28 Reply

At 10/20/12 12:08 PM, Innermike wrote: Also, can we start an argument about how 'haXe' is pronounced please?

So mike, before you took your break from the reg lounge you were saying how you want to make a game that is meaningful to you - something of satisfactory depth. I see you have some works in development. Have you made progress with that resolution?


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Response to The Flash 'Reg' Lounge 2012-10-20 19:23:13 Reply

its hakes whymes with cakes

thats how i pronounce it

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Response to The Flash 'Reg' Lounge 2012-10-20 21:46:35 Reply

Been away from flash for awhile. Have a game that is almost complete. I just need to add an ending cut scene and sort out some minor things. Just saying hi, and that I hope to become active if school work does not get in the way.

-Travis


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Response to The Flash 'Reg' Lounge 2012-10-21 10:48:57 Reply

I just made a game system that creates a map grid, randomly fills it with buildings, glues any walls that're too close together, beziers corners, and draws main roads between random points. Then I pasted a car into it and flash crashed and I didn't save :(

aaaaaaaaaa I was probably kiddin myself if I ever thought that could make a map as fun as doing one by hand.

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Response to The Flash 'Reg' Lounge 2012-10-21 11:26:48 Reply

At 10/21/12 10:48 AM, I-smel wrote: I just made a game system that creates a map grid, randomly fills it with buildings, glues any walls that're too close together, beziers corners, and draws main roads between random points. Then I pasted a car into it and flash crashed and I didn't save

Man, I hit Ctrl+S like every 3 seconds. It drives me nuts when I don't save for more than a minute.

so my ASWars bot is going pretty well. I finally figured out a way to get it to do exactly what I want.
That's all i'll say for now :P


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Response to The Flash 'Reg' Lounge 2012-10-21 12:52:36 Reply

At 10/21/12 11:26 AM, egg82 wrote: Man, I hit Ctrl+S like every 3 seconds. It drives me nuts when I don't save for more than a minute.

I always forget to save cuz I get used to not needing to save after compiling. After I have an "Oh shit, I haven't saved yet" moment, I subconsciously save. I also sync everything to Dropbox with SyncToy, which is really nice and easy to do.

so my ASWars bot is going pretty well. I finally figured out a way to get it to do exactly what I want.
That's all i'll say for now :P

I completely forgot about that lol. I have to study for a test tomorrow (and I'm lazy), so I might do some last minute AI.

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Response to The Flash 'Reg' Lounge 2012-10-21 13:00:57 Reply

At 10/21/12 12:52 PM, MSGhero wrote:
so my ASWars bot is going pretty well. I finally figured out a way to get it to do exactly what I want.
That's all i'll say for now :P
I completely forgot about that lol. I have to study for a test tomorrow (and I'm lazy), so I might do some last minute AI.

Wait...what's going on? :O

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Response to The Flash 'Reg' Lounge 2012-10-21 13:01:46 Reply

At 10/21/12 01:00 PM, PSvils wrote: Wait...what's going on? :O

Get with the program, man. Tree's post a few down about AS Wars 2012

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Response to The Flash 'Reg' Lounge 2012-10-21 13:28:49 Reply

At 10/21/12 01:01 PM, MSGhero wrote: Get with the program, man. Tree's post a few down about AS Wars 2012

oh, yeah. I got it now. You're all going down >:D

my bot uses prediction, and knows exactly how each AI "thinks" and how the battle will play out.
It does not use classification, however, so predictions are as dynamic as the bots its predicting.

in other words, it's a learning AI.


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Response to The Flash 'Reg' Lounge 2012-10-21 14:29:39 Reply

At 10/21/12 01:28 PM, egg82 wrote: oh, yeah. I got it now. You're all going down >:D

my bot uses prediction, and knows exactly how each AI "thinks" and how the battle will play out.
It does not use classification, however, so predictions are as dynamic as the bots its predicting.

in other words, it's a learning AI.

*cough*tryhard*cough*

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Response to The Flash 'Reg' Lounge 2012-10-21 14:38:27 Reply

My bot may not be the best........ but its gonna look good dying!!!

The Flash 'Reg' Lounge


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Response to The Flash 'Reg' Lounge 2012-10-21 14:41:34 Reply

At 10/21/12 02:29 PM, MSGhero wrote: *cough*tryhard*cough*

think you can beat it? ;)

so far my estimate is that it will be able to predict with a fair amount of accuracy up to 100 turns of the battle after being alive for 20 frames.

if you want to kill it, your best shot is to do so before then.


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Response to The Flash 'Reg' Lounge 2012-10-21 14:43:22 Reply

At 10/21/12 02:41 PM, egg82 wrote: think you can beat it? ;)

I think I'm just gonna make mine look cool like swish's.

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Response to The Flash 'Reg' Lounge 2012-10-21 14:44:45 Reply

At 10/21/12 02:41 PM, egg82 wrote:
At 10/21/12 02:29 PM, MSGhero wrote: *cough*tryhard*cough*
think you can beat it? ;)

so far my estimate is that it will be able to predict with a fair amount of accuracy up to 100 turns of the battle after being alive for 20 frames.

if you want to kill it, your best shot is to do so before then.

What is gonna be the name of your bot?? If it does what you say it does I wanna make a special case that goes and nukes your bot in the first 20 frames!!! lol.


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Response to The Flash 'Reg' Lounge 2012-10-21 14:56:40 Reply

At 10/21/12 02:43 PM, MSGhero wrote: I think I'm just gonna make mine look cool like swish's.

but... That wouldn't be a challenge D:

At 10/21/12 02:44 PM, swishcheese wrote: What is gonna be the name of your bot?? If it does what you say it does I wanna make a special case that goes and nukes your bot in the first 20 frames!!! lol.

so far i've named it H.U.N.T.R. -
Human-like
Unparalleled
and
Nefarious
Tracking
Rover

i'll probably come up with some better words for that anagram later.

coming directly at it in the first 20 frames isn't a good idea, though. It'll track that and beat the crap out of you. You'll have to go for something more unpredictable.


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Response to The Flash 'Reg' Lounge 2012-10-21 15:06:32 Reply

At 10/21/12 02:56 PM, egg82 wrote: coming directly at it in the first 20 frames isn't a good idea, though. It'll track that and beat the crap out of you. You'll have to go for something more unpredictable.

hmmm, maybe zig zagging. And what happens if you test your bots against each other?? Does one come on top based on firsts position or do the just battle forever??


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Response to The Flash 'Reg' Lounge 2012-10-21 15:15:53 Reply

At 10/21/12 03:06 PM, swishcheese wrote: hmmm, maybe zig zagging. And what happens if you test your bots against each other?? Does one come on top based on firsts position or do the just battle forever??

it tracks every bot's movement on every frame and uses pattern recognition to form predictions based on previous patterns. It does not have opinions on each pattern because it does not categorize patterns. It recognizes a pattern when it sees it and is able to predict that pattern's next move, but cannot attach a specific name to that pattern.

zig-zagging is a pattern. moving in a circle is a pattern. Moving toward or away from players and objects is a pattern. Moving in a circle, then a line, then a circle is a pattern.

the problem is, it takes two instances of that pattern to create a recognizable pattern. When it cannot predict a pattern, it will default to an AI "priority list" I created previously. That is its weak point.

the battle will last forever. This is only because I haven't gotten around to making decisions based on predictions yet.
basically it just stands there and analyzes everything.


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Response to The Flash 'Reg' Lounge 2012-10-21 15:18:42 Reply

At 10/21/12 01:28 PM, egg82 wrote: my bot uses prediction, and knows exactly how each AI "thinks" and how the battle will play out.

Good thing I read that, I was thinking about adding random elements to it from the start. Now we all know Math.random() is forbidden, but the great thing about pseudo random algorithms is that they are relatively random, but with the same seed each game it will play out exactly the same all the time.

I'd love to see my bot (which I have yet to make after the majority of my exams) screw up yours by making it believe mine uses strategies which aren't there :P.

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Response to The Flash 'Reg' Lounge 2012-10-21 15:22:58 Reply

At 10/21/12 03:18 PM, Sandremss128 wrote: I'd love to see my bot (which I have yet to make after the majority of my exams) screw up yours by making it believe mine uses strategies which aren't there :P.

good job! Pseudo random numbers would completely screw with my bot's pattern recognition until it was able to see the larger pattern that the pseudo-random generates. That'll buy you some more time.


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Response to The Flash 'Reg' Lounge 2012-10-21 15:39:41 Reply

At 10/21/12 03:22 PM, egg82 wrote: Pseudo random numbers would completely screw with my bot's pattern recognition until it was able to see the larger pattern that the pseudo-random generates.

Which I doubt is likely...

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Response to The Flash 'Reg' Lounge 2012-10-21 16:06:56 Reply

At 10/21/12 03:39 PM, PSvils wrote: Which I doubt is likely...

it'll eventually see a pattern, because there is a pattern there. It may take a long-ass time, though :P

the pattern recognition I created works like this:
it groups similar numbers together and looks for patterns within those groups. If it finds a pattern, it makes a note of it and keeps going. Eventually it winds up with a vector of usable number patterns. The only issue after that is finding out which order the patterns persist, and making a prediction based on the current position of the bot and that set of patterns.

how does it group numbers?
it rounds the numbers in the main vector and looks between some simple number buffers.

how does it find a pattern?
simple math. Looking for addition and subtraction between direction a and direction b and averaging it out.

for example: say your bot moves in a circle (example bot)
it calculates the direction between point a and point b on each frame (the last position of the bot and the current position of the bot) - each directional movement between the two points increments by 2 degrees (just guessing), which is well between the buffers (the buffers grow if there's too many pattern groups) - and I end up with: 2, 2, 2, 2, 2, etc.
once it sees this pattern, it predicts the next point will be add 2 degrees (and 5 pixels) from where it is now.

now let's say example bot's circle algorithm grows:
I end up with: 2, 4, 6, 8, 10
4-2 = 2, 6-4 = 2, 8-6 = 2, etc.
and once again I can predict where it's going to land next.

of course, this works with multiple patterns as well:
a circle is 2, 2, 2, 2, etc.
a line is 0, 0, 0, 0, etc.
a circle is 2, 2, 2, 2, etc.
2, 0, 2 - means I need to get the average of how long it travels in a circle (let's say 10 frames) and get the next number in the pattern. If we happen to be on frame 1 of the new pattern, it's probably a 2. If we're on frame 10, the next one is probably a 0.


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Response to The Flash 'Reg' Lounge 2012-10-21 16:27:55 Reply

So, egg82: What if our bots are positioned facing each other and your bot starts firing at mine, my bot doesn't move until the very last second to dodge the bullet, does this mean that all the current bullets on the screen will already miss (so far the 'pattern' of my bot would have been to not move)? If so you're at a considerable disadvantage already.
I'm not making a bot that does the same pattern every time, it will react on your moves and by the time that you've cracked the pattern (which I doubt to what extend you're able to do this, it might actually be more complex than making a strong bot) your bot is at such a disadvantage mine will be able to take your fire because of the advantage in resources it has accumulated.

I'm just interested to know what your strategies are considering this.

Also the pattern you've build during the 4 or 3 bot FFA (free for all) might become obsolete as I have very different ideas about each situation (4 FFA, 3FFA, and 1v1).

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Response to The Flash 'Reg' Lounge 2012-10-21 16:51:30 Reply

This bot... I need some aspirin -.-'

At 10/21/12 04:27 PM, Sandremss128 wrote: So, egg82: What if our bots are positioned facing each other and your bot starts firing at mine, my bot doesn't move until the very last second to dodge the bullet, does this mean that all the current bullets on the screen will already miss (so far the 'pattern' of my bot would have been to not move)? If so you're at a considerable disadvantage already.

I thought about something like that before. My initial strategy was to categorize the different behaviors of bots, and i'll be using some of that here. I know I said there's no categorization with my bot, so i'll amend that to: there's very little categorization with my bot.

A bullet dodge is a bullet dodge is a bullet dodge to my bot.

I'm not making a bot that does the same pattern every time, it will react on your moves and by the time that you've cracked the pattern (which I doubt to what extend you're able to do this, it might actually be more complex than making a strong bot) your bot is at such a disadvantage mine will be able to take your fire because of the advantage in resources it has accumulated.

again, this is where the basic categorization comes in. Here are the categories:
away from player
toward payer
away from mine
toward mine
away from bullet
toward bullet
time

minus looking at opposites, each one is a separate category and each has its own point value. Decisions about attacking are based partially on this.

I'm just interested to know what your strategies are considering this.

mhm, I want my bot to get beaten :3
(but of course, i'm not going to make it easy)

Also the pattern you've build during the 4 or 3 bot FFA (free for all) might become obsolete as I have very different ideas about each situation (4 FFA, 3FFA, and 1v1).

the bot was designed with different situations in mind. It handles any type of situation well, as long as some basic rules stay the same:
1. That there's another bot of any kind on the screen.
2. That there's bullets
3. That there's mines
4. That there's no other additions to the game

remember: it analyzes and predicts on-the-fly, so changing strategies isn't an issue.

also, be aware that tracking and predicting movement isn't going to be its only trick. It tracks and analyzes literally everything that happens.


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Response to The Flash 'Reg' Lounge 2012-10-21 18:54:21 Reply

I got a headache trying to do all this prediction stuff, so i'm going to do something easier for the rest of the day. I feel i've made enough progress to call it a day on that project, anyway.

maybe i'll get back to work on loading 3D objects from a server, or even go for my dynamic mesh idea.

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Response to The Flash 'Reg' Lounge 2012-10-21 21:19:35 Reply

At 10/21/12 06:54 PM, egg82 wrote: easier
maybe i'll get back to work on loading 3D objects from a server, or even go for my dynamic mesh idea.

Wut?

Easier for me is playing Dota 2...The only reason I'm not doing a major in computer science is because I HATE staring at code all day long. And Java hw this week is annoying cuz they won't let me code it how I want. Idk why, but I have a thing against swapping array elements and making that temporary var. I'll do it if I have to, but they want us to use the tips n' tricks from class instead of creativity or experience :(

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Response to The Flash 'Reg' Lounge 2012-10-21 21:38:07 Reply

At 10/21/12 09:19 PM, MSGhero wrote: Wut?

have you ever tried making an AI that can predict the outcome of a battle with other AI within 20 moves? I think learning rocket science would be easier O.o

but in all seriousness, i've talked to a few knowledgeable people on the subject and i'm surprised at the amount of people who don't believe that I can do something like this. In fact, i've gotten exactly zilch for information from these people, and it just adds to the frustration -.-'

Easier for me is playing Dota 2...The only reason I'm not doing a major in computer science is because I HATE staring at code all day long. And Java hw this week is annoying cuz they won't let me code it how I want. Idk why, but I have a thing against swapping array elements and making that temporary var. I'll do it if I have to, but they want us to use the tips n' tricks from class instead of creativity or experience :(

i'm kinda with you there. I'm more the guy that writes pseudo-code and solves all the run-ins with logic that everybody has. I can design an AI like this just fine and even bring it down to the code level, but when I try to write it I run into problems like "how do I get the angle from point a to point b?" and I spend most of my time testing math equations that i've never even heard of before. (the hell is a sine?)

as for the whole "you have to do this" thing, I agree with the fact that you should be allowed some more freedom, but at the same time the school does have a standard which they have to meet (or they risk being shut down)


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