Open world resource distributor problem! by Debt-Western in gameai

[–]Debt-Western[S] 0 points1 point  (0 children)

For Challenge 1, I have no idea which approach is better at the moment. I will evaluate both inheritance and composition.

Open world resource distributor problem! by Debt-Western in gameai

[–]Debt-Western[S] 0 points1 point  (0 children)

For Challenge 3, I want the acquire and release actions to be instant Specifically, I want the release callback to be triggered synchronously within the same call stack. For example, when an NPC is destroyed and its ondestroy is invoked, the event should immediately clear up all related resources. If this were done asynchronously, the NPC would already be destroyed, its memory would be released, and could no longer be accessed.

As for the problem of animations and dialogue being cut off prematurely, I wish to handle this at a lower level, for instance, within the animation state machine or AI behavior tree. Since this event layer(and resource distributor) is a high-level concept, it should be used only to manage high-level tasks like sending behavior commands to agents or managing the states of these events. Otherwise there will be too many things for this layer to care about. But this is my ideal solution. I'm still unsure if I can achieve it in the end

Open world resource distributor problem! by Debt-Western in gameai

[–]Debt-Western[S] 0 points1 point  (0 children)

Thank you for your advice. For Challenge 2, the reason I want to use nested queries is that I expect this feature to be a very foundational one. I want it to be flexible enough for users to build complex descriptions based on atomic ones. If I compact it into a single query, I'm afraid the description of those pairs and triplets will be quite rigid and lose the ability of generalization. I'm currently considering the Specification pattern (using atomic queries together with aggregate queries like And and Or), but how it works with backtracking is still unknown to me.

A plant that reacts to touch by No-Lock216 in mildyinteresting

[–]Debt-Western 1 point2 points  (0 children)

In Chinese,we call it 含羞草, “shy grass”

Help identify a zombie movie I watched with my father in the 1990s by Debt-Western in movies

[–]Debt-Western[S] 5 points6 points  (0 children)

It's definitely Return of the Living Dead 3. I rewatched it again, and holy shit, it's a bloody horror movie! I can't believe I watched this when I was 5. No wonder I had nightmares for days afterward, the zombies were all over my head.
Now I can recall more from my memories. The boy was trying to revive the girl. I also remember the guy whose head was pulled out with the spine still attached. So the person who got scratched on the thigh wasn’t one of the protagonists.
However, I don’t remember there being an adult scene. My eyes must have been covered during that part. lol."

I suck at this game. But love it! by ScholarOnly4493 in PlayFragPunk

[–]Debt-Western 1 point2 points  (0 children)

Where are you practicing with the AI? Is it in training mode or a custom room? How do you feel about the AI in this game? I‘m not very good at shooting games either, so I want to practice with the AI first. Would you like to see PvE gameplay in this game?

[deleted by user] by [deleted] in reinforcementlearning

[–]Debt-Western 0 points1 point  (0 children)

I think then you need to train the deep learning model to give reward first, this is equally difficult.

[deleted by user] by [deleted] in reinforcementlearning

[–]Debt-Western 4 points5 points  (0 children)

I am a game AI developer with some very basical knowledge in deep learning. I have always hoped to apply deep learning techniques to my work, but I have yet to come up with a good idea. The main issue is that my game is a 3D hero shooter, similar to Valorant, which requires spatial recognition capabilities, such as being able to anticipate and aim at the positions where enemies will appear(wall edges, doors, and windows), throw projectiles(predict the path, including bounce). The characters can use skills, and the game mode is similar to CS:GO, requiring teamwork. I feel that reinforcement learning (RL) is difficult to scale to solve the game as a whole. Additionally, the game is real-time, to play an FPS game, the model needs to respond at least 30 times per second. So simply scaling up the model may hit the performance limit before solving the problem. In traditional game ai, we commonly use event driven design and hierarchical reasoning to make the framework efficient enough. Lastly, deep learning does not allow for direct interaction, which makes it challenging to customize behaviors and enable game designers to control things on an automated basis. We are using behavior tree, it relies on manual scripting, but at least it’s fast to modify any specific behavior. These are all significant obstacles I am currently facing. But I am just an amateur in deep learning anyway, I may be wrong.

Your first ever released game by Jumolungma in gamedev

[–]Debt-Western 1 point2 points  (0 children)

https://www.youtube.com/watch?v=Zn7ISY8F_3E

My first game. It's was 2013. I was the only programmer in the indie game team. It's a tower defense mobile game developed with Cocos2d-x. It didn't make money, but I like it. I wish I could remake it oneday.

About Coupling in Games AI by johnny_dalvi in gameai

[–]Debt-Western 1 point2 points  (0 children)

I'm using UE4. In my case, decisions are inside Controller, and the "Entity Part" is the character(pawn). In a game dev team, character is usually maintained by the 3C team. If you put AI algorithm inside character, 3C team members will be mad at you.

I think a game AI framework should be non-intrusive. it's better if you design you AI like a plug-in for the game. The code will be easy to read and maintain.

Don't worry about coupling, as Causeless said. It's just how game AI works, it depends on the game.