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FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


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levis501

Member Since 09 Jan 2013
Offline Last Active Sep 02 2013 10:11 PM

Posts I've Made

In Topic: Way's to evolve enimies

20 August 2013 - 12:35 PM

 

 

I would agree that genetic algorithms (GA) is good way to go.  In short, these types of algorithms simulate Darwinian evolution.  In general, GA is not very computationally intensive.

You'll need to come up with a set of parameters (genes) that guide an AI's behavior. The first AIs that a player encounters will have these parameters set to values that provide descent behavior.  The parameters for each instance of the AI in this first generation should vary a bit.

  Next, you'll need to come up with a function which scores how well a particular AI performs.  This score might take into account how much damage the AI caused the player, and if the AI survived the round.  This score is known as the "objective function" in GA.

  After each round, the genes for the best scoring AIs are mated to create a new generation of AIs.  There are many ways to mate individuals, and will depend upon the genes, and the tradeoff between how quickly you want the AIs to evolve, and how much the game can tolerate malfunctioning AIs.

  Check out some of the resources on GA, and write back if you want to discuss more.

 

 

 

This is sort-of what I should have expected to hear tongue.png
 

Genetic programming and algorithms seems like something that would be a good base, especially for intelligent aspects of mutation, or varaiables that can chage by vectors or scalar values (motor movements, for example). I was more wondering if there's anything a little more specific to physical mutations in enemies, not so much the way they think; I know genetic algorithms can do this, but how...does anyone have an idea on how I could rate the fitness of a physical mutation on an enemy? Or how I can define changes to the physical structure or animations? I'm trying to figure out how to define physical mutations to their bodies...Hence the change in physical attributes, weapons (claws vs. fangs, or poison, etc.), and other less...mental attributes.

 

I can picture how to define motor movement using genetic algorithms, and rating their fitness to, say, how fast they move. They just change the vales for forces, torque, and speed of the moving limbs. But how would one define the fields that can change for physical mutations? Just a thought deeper into the process...

 

-ST

 

 

GA works well for physical structures, and weapons as well.   See videos for "evolved virtual creatures" or "Karl Sims".


In Topic: Way's to evolve enimies

20 August 2013 - 11:34 AM

I would agree that genetic algorithms (GA) is good way to go.  In short, these types of algorithms simulate Darwinian evolution.  In general, GA is not very computationally intensive.

You'll need to come up with a set of parameters (genes) that guide an AI's behavior. The first AIs that a player encounters will have these parameters set to values that provide descent behavior.  The parameters for each instance of the AI in this first generation should vary a bit.

  Next, you'll need to come up with a function which scores how well a particular AI performs.  This score might take into account how much damage the AI caused the player, and if the AI survived the round.  This score is known as the "objective function" in GA.

  After each round, the genes for the best scoring AIs are mated to create a new generation of AIs.  There are many ways to mate individuals, and will depend upon the genes, and the tradeoff between how quickly you want the AIs to evolve, and how much the game can tolerate malfunctioning AIs.

  Check out some of the resources on GA, and write back if you want to discuss more.


In Topic: M.I.T's Battlecode

12 January 2013 - 03:06 AM

yeah, it's probably too late for a winning entry. maybe I'll just try something super simple, like streaming a bunch of soldiers directly towards the enemy HQ. I'm bound to learn something...

In Topic: M.I.T's Battlecode

09 January 2013 - 01:15 PM

The 2013 competition is still open.  I've just registered, and am checking out the info now.  Seems like it could be fun.


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