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TIGSource ForumsDeveloperPlaytestingskill modelling and adaptive A.I. project
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gimymblert
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« Reply #20 on: November 27, 2012, 06:35:08 PM »

I thought it was a profiling system where the game track hwo the player play and given his playstyles react accordingly, too bad it's a hidden skyrim stat system, not sure if it is interesting and generic enough for real games cases
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coAdjoint_Tom
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« Reply #21 on: November 28, 2012, 01:05:54 AM »

Haha yes it is a profiling system, i'm just simulating different player styles to test it's robustness. Like any mathematical model you need input, I'm just looking at different inputs.

Furthermore that's quite a conclusion to come to given that you've never seen the software. Take it back!!   Tears of Joy

edit: he doesn't have to take it back.
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gimymblert
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« Reply #22 on: November 28, 2012, 06:03:11 AM »

The explanation you give is confusing that's why I made a mistake. Sorry! It's like the "in game parameter" change based on player behavior, like for exemple reloading speed. If I understand reload speed is one of the "sensor" to profile the character THEN the level and enemy behavior adapt. The enemy might not live long enough to show sentient, but the real opponent is the level.
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« Reply #23 on: November 28, 2012, 09:37:45 AM »

Here's the latest progress video, not really on the topic of skill modelling and a.i but it shows how the projectile preview system works anyway.

Feedback encouraged and welcome.

http://www.youtube.com/watch?v=Pf_Dj_YgXP4&feature=youtu.be
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Maverick Denizen
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« Reply #24 on: November 29, 2012, 09:21:51 AM »

Sounds amazing this far, I always preferred generated or adaptive solutions over pre-scripted ones. Gonna keep an eye on your project as I'm rather curious to see where it gets!
On a sidenote, have you ever read Growing up with Lucy by Steve Grand? I believe you might find it somewhat intriguing. In a nutshell it's about building a robot with an adaptive AI that learns everything from scratch, rather than having scripts telling it how to behave under certain conditions. Even if it is not necessarily correlating with everything you're doing, you might find its philosophy sympathetic.
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« Reply #25 on: November 29, 2012, 10:47:51 AM »

Cheers Maverick,

I think that using a mixture of adaptive and scripted AI you can get a really nice balance between developer control and reactive decision making. Fingers crossed, I'll come somewhere near to this in the demo. I've written about this a little bit but I think games went the wrong direction with neural networks, support vector machines offer a much more suited solution IMHO.

Never heard of that book but I've got a long train journey tomorrow so I'll see if I can get an ebook of it. Sounds right up my street!
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« Reply #26 on: December 10, 2012, 07:09:23 AM »

If anyone's interested in playtesting the tech demo as it progresses then please feel free to get in touch. Nothing particularly interesting in yet but the AI is taking shape. Much work still needs to be done but feedback is always welcome.
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J-Snake
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« Reply #27 on: December 10, 2012, 08:41:04 AM »

In a nutshell it's about building a robot with an adaptive AI that learns everything from scratch, rather than having scripts telling it how to behave under certain conditions.
The interesting part is that the cannon start is always a fixed set of scripts, only telling it how to learn intstead of how to react. The implication I draw from this is that the less you know the more you have to search and compare (which explodes the size of manageable possibility-space). It has to be a trade-off. In other words, you cannot beat knowledge.
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« Reply #28 on: December 29, 2012, 03:50:50 AM »

Merry Christmas everyone, here's a little progress report. Things are coming along but I took quite a bit of time off over Christmas.

Here's a video showing the basic features of the AI. Many more features will be coming in (for example bahaviour modifiers based on adaptive AI parameters)

Getting back into things so expect the demo to be finished in January

Always open to feedback guys



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« Reply #29 on: March 14, 2013, 05:11:16 AM »

So after a couple of months developing I think it's time for an update.

Here is the first video of Action integrated into Unity. I compare what my software does with the current best alternatives: I hope you agree that it offers new areas for game developers to explore and provides opportunities in 'gameification'.

'Why Action is better in 3.5 minutes'





Also, I've been working on my demo a lot, you can see progress in the bots and the level and so forth on my channel here. Just remember I'm not a games developer or an artist or a modeller, I'm just trying to show what my software does.

http://www.youtube.com/user/coAdjointTom

Please feel free to tell me what you think of the software and the demo and otherwise.
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« Reply #30 on: March 18, 2013, 06:10:29 AM »

I agree with your opinion, that many modern games put too much focus on the surface values. I'd go even further and claim that the customer's expectations for AAA games to have a certain visual quality is a huge constraint: Because you can't create that quality without giving up on flexibility and emergance. A mocaped animation and or recorded voicesample will never change. If you have to plan and create everything in advance, no wonder games turn into rollercoaster rides that deliver one predetermined experience. And I think that approach becoming the modus operandi of the big studios really stiffles the development of the medium.

So I really believe there's room for AI middleware and research. Because frankly AI as it's typically used in today's games should be more aptly called 'Fake Intelligence'.

I'm not sure about your approach (maybe I just didn't understand it) but I guess the best way to convince people is to make a game experience with it that wouldn't be possible with traditional methods. So I'm eager to see where you're taking this!
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« Reply #31 on: March 18, 2013, 12:42:20 PM »

Thanks Lithander, couldn't agree more with what you're saying. If you want a clearer explanation of what I'm doing/have done then my latest video on my channel may help explain things, as well as the first (coAdjoint Unity Dev blog 1).

With regards to my demo I'm trying very hard to do a good job but I'm limited by my lack of experience. Hopefully people will 'get' that the demo is meant to be inspirational, rather than focus on the fact that I'm a shitty animator and got my friends to do the 3d modelling.
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« Reply #32 on: May 03, 2013, 10:12:09 AM »

Hello everyone,

This is the last video before I make the demo public. This is very much a work in progress and so will be open to as much feedback as possible. I have many new features planned which I think will showcase my software, but if you have ideas please let me know.

Thanks.



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gimymblert
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« Reply #33 on: May 03, 2013, 11:31:46 AM »

can't see the video, firefox is telling me it does not recognize the html5
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coAdjoint_Tom
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« Reply #34 on: May 03, 2013, 11:41:23 AM »

Very strange, works fine for me on firefox and chrome. Could you copy and paste it in to see if it works please?
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Working on skill modelling and adaptive AI systems in video games http://www.youtube.com/coAdjointTom

Game Ai blog:

http://coadjoint.wordpress.com/
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