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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3572588 times)

Neruz

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Re: Future of the Fortress: List of Remaining Items
« Reply #10215 on: January 12, 2010, 06:24:35 am »

The would certainly be interesting to see hapen in the game but how in the world could you have the game generate tactics for the predators like that?

Learning AI. Would eat the pants off a modern system, but systems X years from now might be able to pull it off.
Making Ai that isn't tricks and hacks mostly involves uber-computing and ultra-programming. Unless someone goes and makes a package where it's mostly done I don't think the time to develop a system like that is something we want to wait through.
A genetic algorithm might be able to develop the fighting styles, but it would have significant disadvantages. First and foremost, it wouldn't be realtime. So it would have to develop a non-situational fighting style based purely on information in the raws at worldgen, or we would have to sit through the algorithm every time we wanted to update a creature's fighting style. Could actually be done, but as you say, I sure as hell don't want Toady to spend his time on such a solution when he has much better things he could do. I think simplistic AI is fine for now. Maybe consider better AI (apart from sieges) for version 2 or some other far off date.

Well we're already seeing the introduction of genetic systems with Hair and Beards in the next version.


If you think about it; it makes sense. World Gen is exactly that, if i stop the game at year 1, then the world is literally a year old. So it's not in the least bit surprising that everything is living off preprogrammed instincts and hasn't had the chance to adapt to specific instances yet.

But if i let it gen to a thousand years, or more, then i'd expect to see some specialisation.

Astus Ater

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Re: Future of the Fortress: List of Remaining Items
« Reply #10216 on: January 12, 2010, 07:19:05 am »

If you think about it; it makes sense. World Gen is exactly that, if i stop the game at year 1, then the world is literally a year old.

This isn't completely true, rather you have a world with one year of recorded history. As evidence by creatures with no known year of birth. So there could already be preprogrammed instincts from the "dark ages" of your world.
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Neruz

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Re: Future of the Fortress: List of Remaining Items
« Reply #10217 on: January 12, 2010, 07:20:50 am »

If you think about it; it makes sense. World Gen is exactly that, if i stop the game at year 1, then the world is literally a year old.

This isn't completely true, rather you have a world with one year of recorded history. As evidence by creatures with no known year of birth. So there could already be preprogrammed instincts from the "dark ages" of your world.

Which we already have. Read the rest of my post.


Good god man, you even managed to use the exact same words. Not reading other people's posts must be spreading, it's a disease i tell you!

Akigagak

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Re: Future of the Fortress: List of Remaining Items
« Reply #10218 on: January 12, 2010, 07:23:43 am »

CAN WE GET THIS THREAD LOCKED UNTIL TOADY IS READY TO ANSWER QUESTIONS, BECAUSE THIS THREAD IS GETTING RIDICULOUS LEVELS OF IDIOCY AT THE MOMENT.
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Re: Future of the Fortress: List of Remaining Items
« Reply #10219 on: January 12, 2010, 07:37:35 am »

Quote
I finished up the lingering underground civ issues today -- how they are listed in the civ screen, an issue with how critters that become notable are linked to the underground civs, that sort of thing.

So UG civs done?  ???
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #10220 on: January 12, 2010, 07:50:22 am »

CAN WE GET THIS THREAD LOCKED UNTIL TOADY IS READY TO ANSWER QUESTIONS, BECAUSE THIS THREAD IS GETTING RIDICULOUS LEVELS OF IDIOCY AT THE MOMENT.

Calm down, or just don't read this thread if you can't stand to see it polluted.  The only current off-topic conversation is like a dozen posts long and that's nothing for this thread.  We're still having plenty of on-topic posts.

But yeah, Neruz, please resist the temptation to start slapfights.

So UG civs done?  ???

Sounds like it!

I want to know if this means that he will be done with the underground week, or if he just finished another part of the underground but still has a few more days before moving onto something else...

Like I just said:

This was the latest breakdown I could find of the underground to-dos: "I also organized the remaining underground notes and threw various things out for this release, so I'm down now to needed work in various categories. More or less it boils down to testing out the new life and populations more, testing out and fixing up the underground animal people civilizations, fixing map quibbles, deciding what to do with the rope stuff, and dealing with a few hanging issues with the stuff I put in the spoiler before."

So after he finishes underground civs, there's still the rope issue and possibly some other stuff.  But it's getting closer!
« Last Edit: January 12, 2010, 07:53:33 am by Footkerchief »
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Shoku

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Re: Future of the Fortress: List of Remaining Items
« Reply #10221 on: January 12, 2010, 08:00:27 am »

If you're talking aboult Interactive Fiction, that's all scripted. It wouldn't be much use in this sort of situation. Now I have to give Zork another go. Thanks for killing my week.  ;)
Scripted like sounds would have to be? Yeah.
I was being a bit broad though aimed at varying perceptions. Giving out different descriptions of the same stuff depending on whatever.

Sure I bet most of it follows a really predictable tree of go here do this but that's not universal.

The would certainly be interesting to see hapen in the game but how in the world could you have the game generate tactics for the predators like that?

Learning AI. Would eat the pants off a modern system, but systems X years from now might be able to pull it off.
Making Ai that isn't tricks and hacks mostly involves uber-computing and ultra-programming. Unless someone goes and makes a package where it's mostly done I don't think the time to develop a system like that is something we want to wait through.
A genetic algorithm might be able to develop the fighting styles, but it would have significant disadvantages. First and foremost, it wouldn't be realtime. So it would have to develop a non-situational fighting style based purely on information in the raws at worldgen, or we would have to sit through the algorithm every time we wanted to update a creature's fighting style. Could actually be done, but as you say, I sure as hell don't want Toady to spend his time on such a solution when he has much better things he could do. I think simplistic AI is fine for now. Maybe consider better AI (apart from sieges) for version 2 or some other far off date.

Well we're already seeing the introduction of genetic systems with Hair and Beards in the next version.


If you think about it; it makes sense. World Gen is exactly that, if i stop the game at year 1, then the world is literally a year old. So it's not in the least bit surprising that everything is living off preprogrammed instincts and hasn't had the chance to adapt to specific instances yet.

But if i let it gen to a thousand years, or more, then i'd expect to see some specialisation.
No the-

When you're talking about programming something with genetics it means AI with weighted actions. Say we wanted to have the dwarves eat a little smarter. If could cost 100 points (unless they were starving in which case it became the cheapest option,) so they'd avoid it for cheaper activities unless everything else added up to more than 100. If interrupting a job to go eat costs 60 or so and the job takes a fair bit of time plus all that walking the total task could be bigger than 100 so they'd just eat first.

Blech, I don't think I did a very good job of that.

PS. Your avatar makes me think you're that one character in a show that makes no sense except to themselves and it's affecting how I read your posts.

If you think about it; it makes sense. World Gen is exactly that, if i stop the game at year 1, then the world is literally a year old.

This isn't completely true, rather you have a world with one year of recorded history. As evidence by creatures with no known year of birth. So there could already be preprogrammed instincts from the "dark ages" of your world.

Which we already have. Read the rest of my post.


Good god man, you even managed to use the exact same words. Not reading other people's posts must be spreading, it's a disease i tell you!
Though with "yes I said that" posts it's no wonder I'm viewing you like one of those characters...

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tfaal

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Re: Future of the Fortress: List of Remaining Items
« Reply #10222 on: January 12, 2010, 09:21:03 am »

I've heard that the game will simulate fractures for rigid tissue layers, but I'm not really sure what that means in this context. Will a low contact area bludgeoning attack damage surrounding tissue, or is it handled by something more complex? Is the same system of fractures in place for human bone and rock man "flesh"?
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #10223 on: January 12, 2010, 09:45:32 am »

Will a low contact area bludgeoning attack damage surrounding tissue, or is it handled by something more complex? Is the same system of fractures in place for human bone and rock man "flesh"?

The fracture system is unified, yes.  A blunt attack with low contact area may damage softer tissues surrounding a rigid tissue, depending on the specific properties of the materials involved and the attack itself.  Here are some explanations from Toady on how it all works:

Spoiler: long quotes (click to show/hide)
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sproingie

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Re: Future of the Fortress: List of Remaining Items
« Reply #10224 on: January 12, 2010, 10:45:19 am »

When you're talking about programming something with genetics it means AI with weighted actions. Say we wanted to have the dwarves eat a little smarter. If could cost 100 points (unless they were starving in which case it became the cheapest option,) so they'd avoid it for cheaper activities unless everything else added up to more than 100. If interrupting a job to go eat costs 60 or so and the job takes a fair bit of time plus all that walking the total task could be bigger than 100 so they'd just eat first.

That's not what genetic AI is about.   Genetic algorithms are about taking a program, running it through a fitness function, then taking the most fit programs and combining them into a new program.  Generally you don't go actually rewriting code, the program is just parameters to more fundamental behaviors, much the same way as DNA codes for proteins, not macro structures.

For most invaders, the fitness could be as simple as whether they live or die.  That approach probably wouldn't work too well for dwarves, and would realistically take too long for everything else anyway.
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Re: Future of the Fortress: List of Remaining Items
« Reply #10225 on: January 12, 2010, 10:46:35 am »

Rereading those quotes detailing just how beautiful the new damage mechanics are is making me quite excited! It's actually a perfect one-two, though; combat is being made much more dangerous, while we also receive the tools to more properly train and manage the soldiers who will be involved. The idea that that choice in weapons and materials will now matter beyond simply suiting my tastes is very :D.
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Shoku

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Re: Future of the Fortress: List of Remaining Items
« Reply #10226 on: January 12, 2010, 11:06:04 am »

When you're talking about programming something with genetics it means AI with weighted actions. Say we wanted to have the dwarves eat a little smarter. If could cost 100 points (unless they were starving in which case it became the cheapest option,) so they'd avoid it for cheaper activities unless everything else added up to more than 100. If interrupting a job to go eat costs 60 or so and the job takes a fair bit of time plus all that walking the total task could be bigger than 100 so they'd just eat first.

That's not what genetic AI is about.   Genetic algorithms are about taking a program, running it through a fitness function, then taking the most fit programs and combining them into a new program.  Generally you don't go actually rewriting code, the program is just parameters to more fundamental behaviors, much the same way as DNA codes for proteins, not macro structures.

For most invaders, the fitness could be as simple as whether they live or die.  That approach probably wouldn't work too well for dwarves, and would realistically take too long for everything else anyway.

And you think that someone who had thought having heritable hair colors was a genetic algorithm will understand what you just said?

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G-Flex

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Re: Future of the Fortress: List of Remaining Items
« Reply #10227 on: January 12, 2010, 11:28:55 am »

Probably not, but that doesn't mean that giving a bad explanation helps either, honestly.
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Shoku

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Re: Future of the Fortress: List of Remaining Items
« Reply #10228 on: January 12, 2010, 01:55:18 pm »

I noted in the post how far short I fell. You could think of it as an invitation for someone to give a better example that does what I was aiming for.

Anyway a genetic algorithm wouldn't be a good way to get behaviors like running animals off of cliffs because the prey would have to already have the "run off cliff" behavior when running as a group, which is to say this would be a pathing issue involving tiles you can't normally path through. I think we've heard enough about that recently that I shouldn't need to go into details about it.
« Last Edit: January 12, 2010, 02:02:46 pm by Shoku »
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gerkinzola

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Re: Future of the Fortress: List of Remaining Items
« Reply #10229 on: January 12, 2010, 01:58:57 pm »

Heh, I've just been reading those quotes and it got me thinking... would wooden armor be actually viable now against bludgeoning attacks as it can absorb and dissipate a force more effectively than say iron?
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