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Re: Market Bubbles

A closed economy does not work with a game with an infinite number of systems / economic hubs. Either one or the other. If people value an infinite (populated) space more than a completely self sustaining economy, then better to make an "open" economy with a smart placement of resource and money dra...

Re: Faction Shipyards (including your faction)

Procedural just means that there is a "procedure" generating the content (in contrast to handcrafted content). That does not imply that it must have a random component. It can, but it does not have to. The UI symbols in the old demo for example where drawn using a procedure. But their parameters and...

Spambots

I wonder if Taiya can detect those spambots, (there was one today again) Maybe disallowing/detecting any new Member under X posts, to post any URL or URL part? Or asking any 1 time poster with a possible spam message: "would you like me to delete your post?" (the correct answer would be "No" btw) If...

Re: Entity Component System (ECS) Explanation

Good grief, how does anyone sit through the presentations of this stuff without gnawing their fingers off? :? Its like a presentation by a knitting club member about the new techniques and advances in knitting and fabrics. A very special interest, that people into knitting will probably enjoy, whil...

Re: Unit/Group AI In Halo

Inhumanly capable AI (in terms of reaction speed, accuracy and knowledge about the world) is certainly not fun. And an action planner should make an AI hard to counter not by making it superhuman, but by having it make less predictable but sill logical decisions. Since the GOAP system is mainly popu...

Re: Unit/Group AI In Halo

Thanks, its an interesting channel on AI, going into depth without hiding behind the math. The reinforcement learning methods presented in the video are also applicable to such action planner systems as stated above. The reward (utility) would then be the successful application of an action-sequence...

Re: Unit/Group AI In Halo

Thanks Flatfingers for the referenced paper. Here some more thoughts on combat related AI for a spacesim: In any case, independent of how the AI chooses what to do (simple state machine or complex dynamic planner), the end result will be a set of actions that translate into the gameworld. Any sequen...

Re: Unit/Group AI In Halo

The biggest problem for (combat centered) AI is not a technical one, but: "how does the player perceive it". And that is strongly correlated with the gameplay the designers have in mind. Noticeable to the player are obvious failures of the AI (pathfinding - getting stuck, not reacting to obvious thr...

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