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Author Topic: Burried Houses (AI Programming Project)  (Read 18269 times)

Outcast Orange

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Re: Burried Houses (AI Programming Project)
« Reply #30 on: December 27, 2010, 10:17:38 pm »

In what way?

I am definitely going to have secret passages,
 but I'm not sure what they have to do with the memory system.

I'm really not sure how to proceed, so I might as well start on levers.
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Burried Houses - Platform Explorer Demo H - Cloud Scream

hawkeye_de

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Re: Burried Houses (AI Programming Project)
« Reply #31 on: December 28, 2010, 01:53:23 pm »

Sounds nice.

What kind of AI techniques do you use?

I'm playing around with creating a roguelike and would have the need to solve similar challenges...
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Outcast Orange

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Re: Burried Houses (AI Programming Project)
« Reply #32 on: December 28, 2010, 02:12:33 pm »

If you want to make a standard rogue like,
 just let them pick up any key they find, and enter any door they have a key to enter.
I mean without all of the fancy background stuff that will only really matter in strange circumstances.

I've decided to add in assumptions next.
I'll work them into the door unlocking process first.
They will be basic relationships between two things, with a degree of certainty involved.

The certainty will rise or fall whenever the assumption is tested in a situation.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
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Armok

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Re: Burried Houses (AI Programming Project)
« Reply #33 on: December 28, 2010, 04:00:38 pm »

This is really cool. Make sure to use proper Bayesian updating for that, it's exactly what it's for.
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Outcast Orange

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Re: Burried Houses (AI Programming Project)
« Reply #34 on: December 31, 2010, 03:09:20 pm »

This is really cool. Make sure to use proper Bayesian updating for that, it's exactly what it's for.

I'll look into it.

---

In other news I've temporarily halted my procrastination.
I've added in a full assumptions class and keys/locks use assumptions now
 rather than the built in vectors I had added before.

Now I think I'll start the painfully daunting process of adding mounted switches.
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[7:54:34 PM] [Armok]: woooooo

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Outcast Orange

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Re: Burried Houses (AI Programming Project)
« Reply #35 on: January 03, 2011, 08:14:35 pm »

So there is this really weird but that I can't figure out after hours of playing around with it.

It might be a logic problem, but it is not the usual sort.

I've narrowed it down to being caused by the calling of a function that (get this) doesn't have any code in it.
Just calling the function is causing this other virtually-unrelated pointer to change what it points to somehow.

Alfie and I have toiled with it for a while, and there is no progress in sight.
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[7:54:34 PM] [Armok]: woooooo

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Virex

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Re: Burried Houses (AI Programming Project)
« Reply #36 on: January 04, 2011, 07:11:12 pm »

Have you tried adding a piece of code to the function that does absolutely nothing yet? It may be that the compiler is optimizing your code by lumping stuff together that just happens to form a bug in your code. (Oh and make sure the code seems to be doing something or the compiler will toss it right out again)
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Outcast Orange

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Re: Burried Houses (AI Programming Project)
« Reply #37 on: January 04, 2011, 08:16:22 pm »

Sure, I'll have it print something to the screen.

I'm working around the issue for now,
 I've just cut from where it was causing the issue,
 since it isn't a necessary part of anything.
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[7:54:34 PM] [Armok]: woooooo

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qwertyuiopas

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Re: Burried Houses (AI Programming Project)
« Reply #38 on: January 04, 2011, 10:13:09 pm »

If there are unnoticed conflicting definitions for the function, it might be interfering with the stack. Compilers tend to assume a function returns an int unless explicitly told otherwise, through a function prototype. I think.
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Outcast Orange

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Re: Burried Houses (AI Programming Project)
« Reply #39 on: January 05, 2011, 02:19:53 am »

Even with something in the function I'm getting the issue.

I'll look into qwerty's suggestion.

The other thing I suspect is some sort of reserved word usage.
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[7:54:34 PM] [Armok]: woooooo

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lordnincompoop

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Re: Burried Houses (AI Programming Project)
« Reply #40 on: January 05, 2011, 05:29:24 am »

How generic is this? How easily can it be adapted to new projects? Are you releasing it as open source?

Besides that, congrats for managing this. This is very neat.
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salmonjockey

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Re: Burried Houses (AI Programming Project)
« Reply #41 on: January 05, 2011, 07:03:02 am »

This is interesting. I love seeing various approaches to AI.
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Spreggo

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Re: Burried Houses (AI Programming Project)
« Reply #42 on: January 05, 2011, 11:09:41 am »

Yes, I too am interested.
Marking to follow :)

Outcast Orange

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Re: Burried Houses (AI Programming Project)
« Reply #43 on: January 05, 2011, 02:35:50 pm »

Woah.

So many awesome words so fast.

I will dedicate today to this project as a show of courtesy.

How generic is this? How easily can it be adapted to new projects? Are you releasing it as open source?

Besides that, congrats for managing this. This is very neat.

Why thank you!
And we seem to be on the same wavelength.
I'm fine with releasing any code I create, because any modifications could only make it better.
The idea is to make this system that can run these scenarios where major details can change,
 but still lead to a coherent and interesting game.

There will be the functionality to craft your entire experience, or have random chaos.
My favorite planned feature will be the ability
 to have the game craft the world around parameters you choose.
So for instance you can design a mansion, room for room,
 but the game can fill in all of the loot and secret passages and things,
 and plug that house into the story alongside the rest of the houses.

The only difference between a haunted mansion scenario and a pirate-ship mutiny:

- The setting
- The props
- The character goals

When you think about stuff like that, this project suddenly broadens.

If that doesn't answer your first question,
 then I'm not sure what will.

Everyone else:

Thanks, I love having an audience. * ~*
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

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Outcast Orange

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Re: Burried Houses (AI Programming Project)
« Reply #44 on: January 14, 2011, 12:36:59 pm »

Okay, so I've fixed a few more issues relating to the unlocking process,
 and I've started adding in switches.

I've added support for static items (permanent fixtures) and I've linked a lever up with a door.
The character is identifying the lever as a possible mechanism to open the door,
 but the process of testing the lever and door is still floating around in my head.

I think I'll have them try pulling a lever, and if there are no immediate results they will recheck nearby rooms for changes.

I'm not really sure how I should have them handle this.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

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