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Author Topic: Project ARM_0k: Dwarven AI  (Read 15656 times)

Arkenstone

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Re: Project ARM_0k: Dwarven AI
« Reply #15 on: November 06, 2010, 06:28:34 pm »

Year one and another forgotten beast.  This time at least I'll be using weapons... :P

The first FB scratched one of my dorfs in the arm and it flew off, now he's weilding a warhammer and a shield in the same hand. :o
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Quote from: Retro
Dwarven economics are still in the experimental stages. The humans have told them that they need to throw a lot of money around to get things going, but every time the dwarves try all they just end up with a bunch of coins lying all over the place.

The EPIC Dwarven Drinking Song of Many Names

Feel free to ask me any questions you have about logic/computing; I'm majoring in the topic.

darkflagrance

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Re: Project ARM_0k: Dwarven AI
« Reply #16 on: November 06, 2010, 06:30:28 pm »

You should make your überdorfs immune to diseases and Forgotten Beast syndromes; and then let the normal dwarven weaklings die off so that only the fittest shall survive!
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NewSheoth

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Re: Project ARM_0k: Dwarven AI
« Reply #17 on: November 06, 2010, 06:31:30 pm »

Year one and another forgotten beast.  This time at least I'll be using weapons... :P

The first FB scratched one of my dorfs in the arm and it flew off, now he's weilding a warhammer and a shield in the same hand. :o

The hammer with three fingers, the shield with two. If dwarves have five, that is.
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Arkenstone

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Re: Project ARM_0k: Dwarven AI
« Reply #18 on: November 06, 2010, 07:09:45 pm »

According to the raws dwarfs have five fingers, and no thumb.

EDIT: I've thought of another way to generate random values, a Gremlin Pit.  I'll be sure to include a subroutine in THOLTIG that will cause a bridge to retract temperarily when a lever is pulled, regardless of which state the lever is originally in.
« Last Edit: November 06, 2010, 07:56:01 pm by Arkenstone »
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Quote from: Retro
Dwarven economics are still in the experimental stages. The humans have told them that they need to throw a lot of money around to get things going, but every time the dwarves try all they just end up with a bunch of coins lying all over the place.

The EPIC Dwarven Drinking Song of Many Names

Feel free to ask me any questions you have about logic/computing; I'm majoring in the topic.

Musashi

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Re: Project ARM_0k: Dwarven AI
« Reply #19 on: November 06, 2010, 08:03:24 pm »

According to the raws dwarfs have five fingers, and no thumb.
I beg to differ, one of my marksdwarf that was temporarily turned into a pincushion had her thumb very distinctly broken. Again, not playing with any mod, etc.
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I don't mean to alarm you, but it appears that your Dwarves are all in fact elephants.

Arkenstone

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Re: Project ARM_0k: Dwarven AI
« Reply #20 on: November 06, 2010, 10:26:26 pm »

Really? Well, I guess I didn't read the raws all too well...

Anyways, I found out that the crippled miner did not get infected; in fact my überdorfs are immune.  I know this because I didn't quite get all of the blood cleaned up, and some animals walked through it.  They now are numb and have fevers, sadly no explosive kittens though...
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Quote from: Retro
Dwarven economics are still in the experimental stages. The humans have told them that they need to throw a lot of money around to get things going, but every time the dwarves try all they just end up with a bunch of coins lying all over the place.

The EPIC Dwarven Drinking Song of Many Names

Feel free to ask me any questions you have about logic/computing; I'm majoring in the topic.

Fayrik

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Re: Project ARM_0k: Dwarven AI
« Reply #21 on: November 06, 2010, 10:31:52 pm »

Just to point out, on the thumb issue.. I've noticed a lot of bodyparts use templates, so it seems reasonable to me that it would list 5 fingers, but actually hold a template to four fingers and one thumb.
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Arkenstone

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Re: Project ARM_0k: Dwarven AI
« Reply #22 on: November 06, 2010, 11:30:58 pm »

Well, anyways it seems that ice timers are out of the question because the water in my biome doesn't freeze.  So I need another way of setting annual tasks, an evaporation timer maybe? My next (this upcoming week's that is) project is to get THOLTIG up and running, I'll start by funnelling all the map edges to pass through a single point, and set up some cage traps to help aleviate the annoyance of invaders while I get it online. I plan on trapping it thus:

  • A series of retracting bridge traps which drop invaders into a sorting system that sends them to the next avaliable cell via water flush and/or bridge launch, or to an execution chamber if all cells are full.
  • A series of statue traps for buildingdestroyers. When these are ALL destroyed, the emergency gate obsidianizer activates, and THOLTIG shuts down (maybe, perhaps not if I can ensure that no megabeasts will get through the sorting system).
  • Weapon traps as a final backup.
  • A switch that will seperate out trapavoiding kobolds from traders; this will send them somewhere I can kill them(both), or at least deny them access to the fortress entire.
  • Somewhere along the line (or before it) I'll add some lever bait for Gremlins and an override for adventurers.
There will be five ancilliary sorting systems.
  • For sorting general gobbos etc.
  • For sorting buildingdestroyers.
  • For sorting invaders that swim.
  • For sorting invaders that fly.
  • For sorting gremlins and adventurers.
Each and all of the various reserves can be called apon by CACAME to fill the various rooms in the dungeon.
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Quote from: Retro
Dwarven economics are still in the experimental stages. The humans have told them that they need to throw a lot of money around to get things going, but every time the dwarves try all they just end up with a bunch of coins lying all over the place.

The EPIC Dwarven Drinking Song of Many Names

Feel free to ask me any questions you have about logic/computing; I'm majoring in the topic.

Arkenstone

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Re: Project ARM_0k: Dwarven AI
« Reply #23 on: November 07, 2010, 12:08:54 pm »

Here is a theoretical method I plan on using, and I'd like to know what you think of it:

Upon the base assumption that most lag in DF computers comes from the flowing of water in typical logic gates and secondmost from active pumps checking for liquid in their source tile, I have tried to eleminate those two features from my design as much as possible.  Indeed, I have already designed an adder (with carry) that has only one pump and has no flowing water when not changing state (and it keeps its state unless told to reset).  For instance, I use an OR gate that conists of a hatch directly above a floodgate.  This style also uses less power.

In order to effect this, I designed essentially a quantum computer; that is, a computer designed to mesure and utilize individual quanta of water.  A quanta of water is a single full tile, and since there is only one tile full there is no flowing.  I can fill a quanta with an inf water source emptying into the single tile via hatch or pump, and to delete a quanta I simply pulse a door or floodgate next to it, which turns the quanta into a half-quanta.  Also, by having the state of either quanta or half-quanta, I can more easily generate NOT gates because I can set the "LOW" state to output an "OPEN" signal.

There are some drawbacks, for instance I have to manually send "CLEAR" commands instead of merely having it shut off when the input stops, and I actually have to pulse the clear gates or that extra water level will bounce around.  I am also in need of a good pulse generator that will clear its state when a signal ceases to be input yet not involve flowing water.  The activation signal for the pulse generator can be either "OPEN" or "CLOSE", I can provide either.
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Quote from: Retro
Dwarven economics are still in the experimental stages. The humans have told them that they need to throw a lot of money around to get things going, but every time the dwarves try all they just end up with a bunch of coins lying all over the place.

The EPIC Dwarven Drinking Song of Many Names

Feel free to ask me any questions you have about logic/computing; I'm majoring in the topic.

Johnfalcon99977

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Re: Project ARM_0k: Dwarven AI
« Reply #24 on: November 07, 2010, 01:02:52 pm »

I think their was a wiki entry about this, but instead of pads and logic gates, it used dwarves and levers. Stupid dwarf tricks I think it was called...
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Arkenstone

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Re: Project ARM_0k: Dwarven AI
« Reply #25 on: November 07, 2010, 02:32:23 pm »

While making all my dwarves into little slaved circuts assimilated into ARM_0k would be a Fun test of the true capabilities of borg logic, I want to make ARM_0k both able to act without any sort of input and, more importanly, function in adventure mode.  I plan on having the rouge AI serve as a DM for adventurers who want to try and be mercilessly euthanized beat the system.

Essentially, think of Portal crossed with SAW.  (And I don't know yet whether it's going to be possible to "win" the game without cheats; I know there's going to be an adamantine lever killswitch, but it might be impossible to get to without being an bronze colossus that can fly and swim in magma.)

Lastly, could anyone here come up with a circut that takes multiple inputs and activates if enough are true?  I want ARM_0k to be able to make judgement calls based on the state of the entire system.  In fact, that is it's entire purpose: to replace me (the player) in deciding when to change system settings.  For instance, if an adventurer breaches a treasure chamber it's got to decide whether to flood the chamber with magma or dispatch a gaurdian based on how many gaurdians are left, how many chambers have been breached, etc.  Basically, that is a crutial lynchpin that will make ARM_0k an AI rather than a giant calculator.
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Quote from: Retro
Dwarven economics are still in the experimental stages. The humans have told them that they need to throw a lot of money around to get things going, but every time the dwarves try all they just end up with a bunch of coins lying all over the place.

The EPIC Dwarven Drinking Song of Many Names

Feel free to ask me any questions you have about logic/computing; I'm majoring in the topic.

jman650

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Re: Project ARM_0k: Dwarven AI
« Reply #26 on: November 07, 2010, 10:06:11 pm »

This needs to happen. This project NEEDS to happen.

I shall mercilessly bump to make sure that it gets enough help to happen because this is an awesome idea.
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decius

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Re: Project ARM_0k: Dwarven AI
« Reply #27 on: November 08, 2010, 01:01:22 am »

While making all my dwarves into little slaved circuts assimilated into ARM_0k would be a Fun test of the true capabilities of borg logic, I want to make ARM_0k both able to act without any sort of input and, more importanly, function in adventure mode.  I plan on having the rouge AI serve as a DM for adventurers who want to try and be mercilessly euthanized beat the system.

Essentially, think of Portal crossed with SAW.  (And I don't know yet whether it's going to be possible to "win" the game without cheats; I know there's going to be an adamantine lever killswitch, but it might be impossible to get to without being an bronze colossus that can fly and swim in magma.)

Lastly, could anyone here come up with a circut that takes multiple inputs and activates if enough are true?  I want ARM_0k to be able to make judgement calls based on the state of the entire system.  In fact, that is it's entire purpose: to replace me (the player) in deciding when to change system settings.  For instance, if an adventurer breaches a treasure chamber it's got to decide whether to flood the chamber with magma or dispatch a gaurdian based on how many gaurdians are left, how many chambers have been breached, etc.  Basically, that is a crutial lynchpin that will make ARM_0k an AI rather than a giant calculator.

Have a mechanical system that is stalled unless enough mechanisms attached to it are disconnected. There are also possibilities of much more complicated logic by attaching and detaching portions of the mechanical system. Make the trigger pump non magma-safe and flood the walkable tile, and it will self-deconstruct after activating.
EDIT: To avoid pumps and flow, caveins, caused by activating pillars..  While irreversible, they can help count events such as "gaurdian killed" or "trasure looted".

Bits would start 0101010101, each trigger alternates every bit, plus the cavein locks the status of the next bit, by destroying a bit of machinery that is needed to change it. OR gates are required.

cavein 1 triggers on 1xxxxxxxxx, leaving 1010101010, cavein 2 triggers 0n 11xxxxxxxx, leavign 1101010101, 3 on 111xxxxxxx, leaving 1110101010, &etc.

I cannot figure out how to do this in less than polynomial copmplexity.
« Last Edit: November 08, 2010, 01:19:25 am by decius »
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NewSheoth

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Re: Project ARM_0k: Dwarven AI
« Reply #28 on: November 08, 2010, 05:58:31 am »

While making all my dwarves into little slaved circuts assimilated into ARM_0k would be a Fun test of the true capabilities of borg logic, I want to make ARM_0k both able to act without any sort of input and, more importanly, function in adventure mode.  I plan on having the rouge AI serve as a DM for adventurers who want to try and be mercilessly euthanized beat the system.

Essentially, think of Portal crossed with SAW.  (And I don't know yet whether it's going to be possible to "win" the game without cheats; I know there's going to be an adamantine lever killswitch, but it might be impossible to get to without being an bronze colossus that can fly and swim in magma.)

Lastly, could anyone here come up with a circut that takes multiple inputs and activates if enough are true?  I want ARM_0k to be able to make judgement calls based on the state of the entire system.  In fact, that is it's entire purpose: to replace me (the player) in deciding when to change system settings.  For instance, if an adventurer breaches a treasure chamber it's got to decide whether to flood the chamber with magma or dispatch a gaurdian based on how many gaurdians are left, how many chambers have been breached, etc.  Basically, that is a crutial lynchpin that will make ARM_0k an AI rather than a giant calculator.

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« Last Edit: November 08, 2010, 06:10:29 am by NewSheoth »
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" It... it's finally over. Oh Armok it was like the end of days in some kind of gristly death bathtub of untold horror and wow that is a nice waterfall."
Embarked on a haunted volcano. I am currently terrorized by skeletal alligators.

Azrael001

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Re: Project ARM_0k: Dwarven AI
« Reply #29 on: November 08, 2010, 02:04:36 pm »

This is the most glorious project that I've ever heard of.  You win.
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