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Author Topic: Self playing game  (Read 4843 times)

Bohandas

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Re: Self playing game
« Reply #15 on: April 03, 2011, 06:00:05 pm »

A big no to this one. Dwarf Fortress is meant to be played, not watched.

I agree. (IIRC This is exactly the kind of thing that killed the Master Of Orion computer game series)

What are you taking about? Those two games were great! I still have the install disc for the first one somewhere around here, too.

Although, having  an AI build cities and towns would be interesting. I believe sites are abstract until visited? Perhaps you could be given a chance to watch the build process when that happens (likely at some accelerated pace). Basically, flesh out the site's history.

You've only played the first two games (which were, indeed, good). But There was a third Master of Orion game which bombed badly, most likely due to the excessive level of automation in the game. I have a copy of MoO3 and from what I remember (i haven't played it in a while because it sucked) trying to get any measure of real control over the game was almost like trying to wrest control of a spaceship away from the HAL9000 in that the only way I was able to figure out to idsable the AI's belligetrent overrides was to just turn the damn thing off...
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forsaken1111

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Re: Self playing game
« Reply #16 on: April 03, 2011, 06:09:30 pm »

It wasn't the automation in MOO3 that made it suck. It was the fact that the game was released half-finished, never actually finished, and never had major bugs patched out of it. Fan-made patches make it halfway playable but its still not very good and there is no official support for it. In fact I think that dev team is no longer employed with the same company.
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Bohandas

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Re: Self playing game
« Reply #17 on: April 03, 2011, 06:35:54 pm »

It wasn't the automation in MOO3 that made it suck. It was the fact that the game was released half-finished, never actually finished, and never had major bugs patched out of it. Fan-made patches make it halfway playable but its still not very good and there is no official support for it. In fact I think that dev team is no longer employed with the same company.

Well all I know is that it wouldn't let me send my ships where I wanted to send them, even though they were within range, and it kept re-routing them elsewhere.....
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forsaken1111

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Re: Self playing game
« Reply #18 on: April 03, 2011, 06:40:45 pm »

It wasn't the automation in MOO3 that made it suck. It was the fact that the game was released half-finished, never actually finished, and never had major bugs patched out of it. Fan-made patches make it halfway playable but its still not very good and there is no official support for it. In fact I think that dev team is no longer employed with the same company.

Well all I know is that it wouldn't let me send my ships where I wanted to send them, even though they were within range, and it kept re-routing them elsewhere.....
As I said, the game was only half finished. There were a lot of major major bugs and issues which never got worked out because they were forced to release early. I'm not excusing them, bad design is bad, but it isn't necessarily "automation is bad". Automation can be extensive and still result in a superior game... see Distant Worlds for an example.
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NW_Kohaku

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Re: Self playing game
« Reply #19 on: April 03, 2011, 07:13:18 pm »

You've only played the first two games (which were, indeed, good). But There was a third Master of Orion game which bombed badly, most likely due to the excessive level of automation in the game. I have a copy of MoO3 and from what I remember (i haven't played it in a while because it sucked) trying to get any measure of real control over the game was almost like trying to wrest control of a spaceship away from the HAL9000 in that the only way I was able to figure out to idsable the AI's belligetrent overrides was to just turn the damn thing off...

I believe he was making a point of saying "There was no MOO3".

Anyway, to follow up forsaken1111's point...

The critical design failure of MOO3 (as opposed to accidental bugs, I mean the "they simply did not plan the game right" type of failure) was that there WASN'T automation for some things that really could have used it.

The only serious "knob" you have to play with (aside from picking a new buildling to add into your planet or the like) was a "tripod" that was the bane of the game.  Every planet had a balance of spending for three things (I think it was science, domestic, and military spending), and adding funding to one made everything else less efficient, meaning you had to constantly fiddle with these sliders to pixel-hunt for an ideal balance of spending to maximize your growth potential. 

For every planet you controlled.

Every turn.

And this game can have up to a hundred planets under your control, and last a hundred turns or so. 

If that were automated, it would have taken the single biggest reason people HATED the game out of the picture - but then, it wouldn't have had much left inside of it, either.

And then there were the balance issues, like the "Gas Gods" living on Jupiter-like planets that give them massively more building space than other races, plus giving them the bonus to population growth on top of that, ensuring that they grow two or three times faster than anyone else in a game that is entirely about how quickly you can grow your empire.  Yeah, fair.

Oh, and if we're talking about AI, another of the crippling failures of that game was the droolingly stupid AI.  Including an insect race that was so random in diplomacy that it would want to sign an alliance with you on the first turn you met them, then declare war the very next turn, then sue for peace the turn after.  Did I mention they would do this before they even knew where your planets were, and all you ever had was scout ship to scout ship contact?



If Toady wants to make a better AI, that is most certainly not wasted time.  Whether it is making dwarves less suicidal and more aware of their surroundings, or making town villagers capable of reacting to events in a more lifelike fashion, or just making random monsters more clever and dangerous predators, then it would only improve the game.

If Toady wants to give players the ability to automate some routine tasks, it will almost certainly be of benefit to the player.  Any task that is so mundane and routine that a player will want to automate it (like, say, making sure that stills are always making more booze, even if they ran out of barrels at one point) is probably something so boring and tedius that the player will probably not miss having to do that sort of thing when it's gone.

Any task that a player can trust a computer script to do for him correctly every single time because its problem and the tasks taken to solve it are so clear-cut and routine as to never need any further thought than a simple "If, then" response is one that probably shouldn't be asked of the player in the first place. 

When games actually DO automate tasks, you can tell whether the game had a real concept behind it in the first place because there will still be something left for the player to enjoy doing. 

MOO3 was such a terrible 4X game because if you got past the micromanagement, there wasn't even that much left in the game for you to do. 

Final Fantasy XII had a combat system so simple that once they gave you the ability to script 12 if-then commands, you could literally run the game on autopilot, only needing to guide the character from fight to fight by the left analog stick.  There was even a particular enemy you could go all the way up to level 99 on (taking three days to do it, though) because it summoned an infinite number of enemies to fight you, and you could kill those enemies for experience while avoiding harming the boss monster.  Oh, right, and in case that exploit wasn't enough, they purposefully put in a monster with 8 million hit points that takes several hours to defeat, and where there's pretty much nothing you can do but set up a script to do the battle for you, and go to bed.

A well-designed game will not pad itself with needless micromanagement, and will take care of the tedious busy-work for the player so that they can focus on the more enjoyable, dynamic aspects of the game. 

Hence, something fairly simple, like just keeping the stills producing booze because you didn't notice a job cancellation alert a season ago are perfectly fine because there will still be something in DF for players to actually be able to do.
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Zaphod

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Re: Self playing game
« Reply #20 on: April 03, 2011, 09:01:11 pm »

Just got home from work, read about half the replies. Yes of course DF is meant to be played. I just think it'd be real fun to see what things dwarfs would do left to their own devices. You could have it set to run when your computer goes idle to long.

It'd be just like a little ant farm. Just something fun to look at. I understand the ammount of time it'd take to code that with only toady alone doing it. I'm not suggesting he do it asap. I just think it'd be a really appreciated feature that would also introduce alot of new blood (litteral and metaphoricaly) to df.

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Reelyanoob

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Re: Self playing game
« Reply #21 on: April 03, 2011, 10:33:10 pm »

A version of Dwarf that plays it's self. So you can just watch. Like a little ant farm, but filled with alcoholic midgets.

After deciding your embark group's set up and after you choose an embark point the game would more or less play it's self. The dorfs would decide where and when to mine. What to grow. More or less everything.

It would probably be it's own game mode.

Something like this could be slapped together in AutoHotKey but it'd be playing blind, giving random digging instructions and building orders etc without knowing what effect they'd have. It'd be more boring than it sounds because they'd never get much anything done.


Quote
Quote
I agree. (IIRC This is exactly the kind of thing that killed the Master Of Orion computer game series)

What are you taking about? Those two games were great! I still have the install disc for the first one somewhere around here, too.
I think we're talking MOO 3 as the uber-automated series killer. The fact that you say "two games" in te series show what a good job MOO 3 did in killing the series. I tended to turn almost all the auto-AI off and manually designate builds on each new planet.

MOO 3 with all the patches added was about 1000% better than vanilla MOO 3 though (maybe take it from unplayable to playable for some people), you could better control military production, by say "keep making this design forever, until i tell you" in Vanilla, you have to manually queue of a max of five at a time. Also, to change a building on a planet took two interactionts - one to order the current building demolished, and another visit to order something else built - you had to remember which planets to revisit out of 100's, and if demolishing several buildings on a planet it took many turns to do them all, so revisit the same planet turn after turn . In the official patch the two steps are handled by the AI with you only giving the order once. Just those two changes improved the game a lot for me because my fleets, armies and buildings could be what I wanted without the annoying AI. I ultimately got around the crappy auto building selector by manually specifying every building on each new planet on the turn it was colonized so there were never any bad building orders to change, and I never had to revisit to check.

EDIT : note all the changes above are from the OFFICIAL 1.25 patch
« Last Edit: April 04, 2011, 05:49:01 am by Reelyanoob »
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GaxkangtheUnbound

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Re: Self playing game
« Reply #22 on: April 03, 2011, 10:47:49 pm »

There could possibly be a basic script for AI.
Code: [Select]
If charcoal stocks < (variable), then
designate (variable) trees to be chopped.
afterward, queue (variable) charcoal making jobs.
No doubt these routines would require a manager to sort it out.
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NW_Kohaku

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Re: Self playing game
« Reply #23 on: April 04, 2011, 01:24:20 am »

There could possibly be a basic script for AI.
Code: [Select]
If charcoal stocks < (variable), then
designate (variable) trees to be chopped.
afterward, queue (variable) charcoal making jobs.
No doubt these routines would require a manager to sort it out.

That is exactly the "Standing Production Orders" suggestion, which came in 6th place in the ESV voting.  That is to say, yes, many people agree with you on that.

The script could be a bit more advanced than that, of course, but that's the sort of thing that should be automatable.

I think we're talking MOO 3 as the uber-automated series killer. The fact that you say "two games" in te series show what a good job MOO 3 did in killing the series. I tended to turn almost all the auto-AI off and manually designate builds on each new planet.

Oh, there WAS an automation for that?

I didn't stick around waiting for a patch, and I guess I must have just been frustrated with the stupidity of the auto-manager, and just shut the whole thing off, then.  I totally forgot that it was there.

Well, having uncustomizable automation that is stupid is basically as bad if not worse than no automation of very basic and routine things, but that doesn't mean that good automation shouldn't be the goal of every good game, so my point remains the same.
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Artanis00

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Re: Self playing game
« Reply #24 on: April 04, 2011, 02:35:04 am »

I think we're talking MOO 3 as the uber-automated series killer. The fact that you say "two games" in te series show what a good job MOO 3 did in killing the series. I tended to turn almost all the auto-AI off and manually designate builds on each new planet.

Oh, there WAS an automation for that?

I didn't stick around waiting for a patch, and I guess I must have just been frustrated with the stupidity of the auto-manager, and just shut the whole thing off, then.  I totally forgot that it was there.

Well, having uncustomizable automation that is stupid is basically as bad if not worse than no automation of very basic and routine things, but that doesn't mean that good automation shouldn't be the goal of every good game, so my point remains the same.

The patch with the supposed 1000% increase in playability was a third-party hack released a few years after the game. Other than that, there was one or two first-party patches that did nothing but fix a few crashing-bugs. Check the Good Old Games MoO forums for more information, last time I visited there were requests that GoG replace the original executable with the third-party-patched version (and I think I saw one request to split MoO3 into it's own board so 1 and 2 could remain untainted by the association).

I didn't wait for any patches, though, even though I heard the third-party hack was very well done. It was so much easier to simply erase the whole debacle from my mind. I purchased 1 and 2 from GoG and play those now. 3? 3 doesn't exist.

There was an open-source project to create a 4X game whose goal was to be what MoO3 was supposed to be (I don't know exactly what that would be anymore). I haven't checked on it in ages.

Anyway, we are very off-topic.

As for scripting production orders, as has been noted, that's basically at 6th place on ESV. I'm in support of it. And more so if someone says it should use an existing scripting language. I'm partial to Python:
Code: [Select]
# These would essentially register the function as an
# event handler, calling the function with relevant data
# periodically. They should probably take queued actions
# into account, since the second one could probably
# queue up a few hundred 'make charcoal' before the
# furnace operator gets through the first job.
@stocks.wood_manager
def lumber_stocks(current):
    if current < 30:
        designate('chop down tree', count=30)

@stocks.fuel_manager
def charcoal_stocks(current):
    if current < 30:
        jobs.queue('make charcoal', 30)
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forsaken1111

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Re: Self playing game
« Reply #25 on: April 04, 2011, 04:11:21 am »

Might be easier if a 'trickle down' system was put into place. The stock of charcoal is low, it orders 30 charcoal from the manager. Manager checks wood stocks, orders 30-[wood in stock] trees cut down. Once logs = 30, orders 30 charcoal burnt. Etc
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Reelyanoob

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Re: Self playing game
« Reply #26 on: April 04, 2011, 05:50:08 am »

The patch with the supposed 1000% increase in playability was a third-party hack released a few years after the game. Other than that, there was one or two first-party patches that did nothing but fix a few crashing-bugs. Check the Good Old Games MoO forums for more information, last time I visited there were requests that GoG replace the original executable with the third-party-patched version (and I think I saw one request to split MoO3 into it's own board so 1 and 2 could remain untainted by the association).

Nope, sorry the control changes I listed were in the official 1.25 patch, released not long after the game, but with no further support. I've never seen the fan-patch (or heard about it till this thread). I presume there were crashing bugs, but i ran the unpatched version on 3 different machines, It never crashed or maybe like once, but it had autosave each turn anyway. Getting the official patch made it a lot easier to play. I have no idea of the features in the unofficial version.

There's a partial list of features of the 1.25 patch, which doesn't even cover all the changes I mentioned. So it's definitely incorrect to say it was just bug-fixes.

http://www.shacknews.com/file/2667/master-of-orion-3-125-patch
« Last Edit: April 04, 2011, 06:02:30 am by Reelyanoob »
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NW_Kohaku

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Re: Self playing game
« Reply #27 on: April 04, 2011, 12:46:09 pm »

As for scripting production orders, as has been noted, that's basically at 6th place on ESV. I'm in support of it. And more so if someone says it should use an existing scripting language. I'm partial to Python:
Code: [Select]
# These would essentially register the function as an
# event handler, calling the function with relevant data
# periodically. They should probably take queued actions
# into account, since the second one could probably
# queue up a few hundred 'make charcoal' before the
# furnace operator gets through the first job.
@stocks.wood_manager
def lumber_stocks(current):
    if current < 30:
        designate('chop down tree', count=30)

@stocks.fuel_manager
def charcoal_stocks(current):
    if current < 30:
        jobs.queue('make charcoal', 30)

Toady has specifically said that he doesn't want anyone to have to know a scripting language to use any scripts in the game.  (Besides, Toady seems to be a serious C-user, so I doubt it would be python, anyway.)

Rather, if we get one, I get the impression it would be a more simplified "Fill-in-the-blanks" sort of script like the ones you find in Dragon Age or Final Fantasy XII (or the current "choose a name for your fort" menu), where you pick a specific term from a list for each "blank" that forms a simple "if-then" command.  Hopefully, we'll also get boolean logic operations (AND/OR/NOT) as well.
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Artanis00

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Re: Self playing game
« Reply #28 on: April 04, 2011, 10:12:19 pm »

As for scripting production orders, as has been noted, that's basically at 6th place on ESV. I'm in support of it. And more so if someone says it should use an existing scripting language. I'm partial to Python:
Code: [Select]
# These would essentially register the function as an
# event handler, calling the function with relevant data
# periodically. They should probably take queued actions
# into account, since the second one could probably
# queue up a few hundred 'make charcoal' before the
# furnace operator gets through the first job.
@stocks.wood_manager
def lumber_stocks(current):
    if current < 30:
        designate('chop down tree', count=30)

@stocks.fuel_manager
def charcoal_stocks(current):
    if current < 30:
        jobs.queue('make charcoal', 30)

Toady has specifically said that he doesn't want anyone to have to know a scripting language to use any scripts in the game.  (Besides, Toady seems to be a serious C-user, so I doubt it would be python, anyway.)

Rather, if we get one, I get the impression it would be a more simplified "Fill-in-the-blanks" sort of script like the ones you find in Dragon Age or Final Fantasy XII (or the current "choose a name for your fort" menu), where you pick a specific term from a list for each "blank" that forms a simple "if-then" command.  Hopefully, we'll also get boolean logic operations (AND/OR/NOT) as well.

I'd point out that Python is written in C and is dead simple, but I'll concede this.

Really, as long as it isn't rawtags-based I'd be happy.
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Zesty

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Re: Self playing game
« Reply #29 on: April 04, 2011, 10:54:07 pm »

Feature exists. It's called Legends mode.

/next-thread
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