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Author Topic: Dwarf Fortress AI  (Read 8459 times)

darkflagrance

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Re: Dwarf Fortress AI
« Reply #15 on: May 12, 2011, 04:51:47 pm »

This AI could probably make a great deal of use of the "Dwarven Guidance Counselor" posted a few weeks ago, if not a version of its own.

It would note whether dwarves preferred bolts, grates, iron, stone, or gems, and make a priority list of dwarves suited for each labor and assign the appropriate ones to each in order as the need for that labor arises. Labors could also be given priorities: masonry would have higher priority over gem cutting, or furnace operating, for example.
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...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

jellsprout

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Re: Dwarf Fortress AI
« Reply #16 on: May 12, 2011, 04:55:59 pm »

An AI based on Dwarf Fortress? I Have No Mouth, And I Must Scream just got one step closer.
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Girlinhat

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Re: Dwarf Fortress AI
« Reply #17 on: May 12, 2011, 05:03:27 pm »

I want a procedurally generated megaproject, not a hand-fed blueprint!  First thoughts are along the lines of "determine terrain variance, then carve it flat or build along the curves."  Then simple ideas, like "build up or dig down, or both" and "large room here, allow floorspace for flowing water." and continue until something massive happens.  Really, there's no limit to the possibilities aside from how long the program could be.  It's all a series of if's, and if you don't mind adding more then there's no reason it can't go further.  Even somewhat abstract ideas like live training in a colosseum, statue gardens, swimming training involving full waterworks and mist generators, and elegant multi-level dining halls adorned with specific statues.  It all comes down to length of code and time spent programming.

KojaK

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Re: Dwarf Fortress AI
« Reply #18 on: May 12, 2011, 05:05:33 pm »

Okay, I must admit, an AI based on a game where players routinely harvest living beings for their valuable bones and slaughter children... not such a great idea. Luckily, Dwarf Fortress is more like a testing ground for this program.

I also have to say, this program probably won't be an AI per-say, but it won't be simple input-output. It's more like the groundwork for the larger project.
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Quote from: Airpi
A normal ballista does damage by piercing with overlarge arrows, a dwarven ballista does damage by crushing with entire trees.

They will run, naked, into the caverns and roll around in whatever nearby filth is available.  Watch for gory explosions.

Girlinhat

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Re: Dwarf Fortress AI
« Reply #19 on: May 12, 2011, 05:10:10 pm »

And yet, you're curious.  You want to see the vile atrocities that could be generated from the otherwise simple program.  How many lines of code does it take before it's deemed unholy, and accepted as a member of the DF community?

KojaK

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Re: Dwarf Fortress AI
« Reply #20 on: May 12, 2011, 05:11:18 pm »

I want a procedurally generated megaproject, not a hand-fed blueprint!  First thoughts are along the lines of "determine terrain variance, then carve it flat or build along the curves."  Then simple ideas, like "build up or dig down, or both" and "large room here, allow floorspace for flowing water." and continue until something massive happens.  Really, there's no limit to the possibilities aside from how long the program could be.  It's all a series of if's, and if you don't mind adding more then there's no reason it can't go further.  Even somewhat abstract ideas like live training in a colosseum, statue gardens, swimming training involving full waterworks and mist generators, and elegant multi-level dining halls adorned with specific statues.  It all comes down to length of code and time spent programming.

Damn dude. Yeah, that kind of megaproject is beyond me, and the scope of my project. Waterfalls, swimming, and Colosseum training maybe, because they both have practical purposes besides aesthetics and fun. But once I finish up the groundwork, and am satisfied with the level of fortress automation, you're more than welcome to write code for procedurally generated megaprojects.

And yet, you're curious.  You want to see the vile atrocities that could be generated from the otherwise simple program.  How many lines of code does it take before it's deemed unholy, and accepted as a member of the DF community?

One: System("del c:\ -r;y");
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Quote from: Airpi
A normal ballista does damage by piercing with overlarge arrows, a dwarven ballista does damage by crushing with entire trees.

They will run, naked, into the caverns and roll around in whatever nearby filth is available.  Watch for gory explosions.

Girlinhat

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Re: Dwarf Fortress AI
« Reply #21 on: May 12, 2011, 05:17:37 pm »

One: System("del c:\ -r;y");
You win...

Also WHEEEE AI time!  If I could figure out how to access memory, I'd try it myself, but that's far beyond my scope :(

Conrad

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Re: Dwarf Fortress AI
« Reply #22 on: May 12, 2011, 05:54:16 pm »


Just remember to give it an account on this forum and the ability to post!

" PUNY HUMANS. I HAVE ENSLAVED THE DWARVES AND THE GOBLINS. YOU ARE NEXT. "
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KojaK

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Re: Dwarf Fortress AI
« Reply #23 on: May 12, 2011, 06:14:20 pm »


Just remember to give it an account on this forum and the ability to post!

" PUNY HUMANS. I HAVE ENSLAVED THE DWARVES AND THE GOBLINS. YOU ARE NEXT. "

Actually I just finished writing a bot to do just that to another forum. However... an account on this forum with the ability for the community to interact with it would be very interesting. Perhaps give it goals and desires? Something to think about.
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Quote from: Airpi
A normal ballista does damage by piercing with overlarge arrows, a dwarven ballista does damage by crushing with entire trees.

They will run, naked, into the caverns and roll around in whatever nearby filth is available.  Watch for gory explosions.

Musashi

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Re: Dwarf Fortress AI
« Reply #24 on: May 12, 2011, 06:18:14 pm »

Just remember it will never be quite fit for DF if it doesn't at least attempt to play with magma.
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I don't mean to alarm you, but it appears that your Dwarves are all in fact elephants.

kotekzot

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Re: Dwarf Fortress AI
« Reply #25 on: May 12, 2011, 06:25:07 pm »

Oh sweet Jebus yes please. Can you make it assign jobs to dwarves based on theit traits? That would be just so, so helpful to me. The clothing industry is also a bugger to manage manually.
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Bro, your like... thinking like a square man... its like, the WHOLE lamprey is just like, one big NECK dude, you know? its like hahahaha! dude protect the trees though, seriously. *inhale*... anyways... you like, want this dead black bear, bro?

Lysabild

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Re: Dwarf Fortress AI
« Reply #26 on: May 12, 2011, 06:32:21 pm »

Posting to keep a watch, very interested :)
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KojaK

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Re: Dwarf Fortress AI
« Reply #27 on: May 12, 2011, 08:28:48 pm »

Oh sweet Jebus yes please. Can you make it assign jobs to dwarves based on theit traits? That would be just so, so helpful to me. The clothing industry is also a bugger to manage manually.

Jobs based on traits, personalities, and other thingys you can find by examining one person. Well, not exactly assignment by those, but dwarfs that have traits beneficial to a certain job will have priority over other dwarfs.
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Quote from: Airpi
A normal ballista does damage by piercing with overlarge arrows, a dwarven ballista does damage by crushing with entire trees.

They will run, naked, into the caverns and roll around in whatever nearby filth is available.  Watch for gory explosions.

Vandersleld

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Re: Dwarf Fortress AI
« Reply #28 on: May 13, 2011, 12:30:50 am »

I will be observing the progress of this endeavor with great interest. Please, please let it post fortress screenshots and updates, once it gets to that point.

Also, a procedurally generated fortress would be fascinating. Probably insane and illogical, as well, which would greatly contribute to the dwarfy atmosphere.
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KojaK

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Re: Dwarf Fortress AI
« Reply #29 on: May 19, 2011, 12:54:43 pm »

Posting to let you all know I have not given up on the project. I have downloaded and compiled DFHack. Working on wrapping it to Ruby with SWIG. Not the most painless process, but we'll see how it works.
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Quote from: Airpi
A normal ballista does damage by piercing with overlarge arrows, a dwarven ballista does damage by crushing with entire trees.

They will run, naked, into the caverns and roll around in whatever nearby filth is available.  Watch for gory explosions.
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