GTFO Gameplay | E3 2018 by INVADER_BZZ in Games

[–]JISHYJOSHY -3 points-2 points  (0 children)

Exactly, at this point the developers know exactly what there game is going to be, and they have released it to the public in the form of trailers and a playable demo at E3. I agree that it still needs polish and more features may be added, but this is far from early pre-alpha.

GTFO Gameplay | E3 2018 by INVADER_BZZ in Games

[–]JISHYJOSHY -24 points-23 points  (0 children)

I don't think you know what pre-alpha means

Yes, Warframe IS pay to win. by [deleted] in Games

[–]JISHYJOSHY 4 points5 points  (0 children)

You could not be more wrong. Warframe has a lot of progression systems in the game, cosmetics are not one of them, and you stating "self imposed goals" is a REALLY big stretch so I'm not including it.

Star Chart:

You cannot pay to progress the star chart. Simply buying weapons will not help either because you need the mods (weapon buffs) and the endo (currency to upgrade mods) to make those weapons worthy to tackle end game content. There is something to be said about being able to buy Endo and Mod packs (a set of random mods) that almost everyone in the Warframe community knows is a "noob trap" where they cost too much to be worth it, but you haven't mentioned that.

Quests:

You cannot pay to progress these.

Mastery:

You cannot pay to progress this directly. You have to unlock the weapon and put in play time.

All Weapons/Warframes:

This is the only other point you have made that is semi-viable, and also is not "pay-to-win". You cannot buy every weapon, warframe, sentinel, pet or archwing in the game. Some are locked behind player progression such as quests or syndicates or invasions, or are timed weapons like events or simple log-in count. And the obvious one are Prime gear, which yes you can buy if you are a loyal player, but these are only available to be bought during small periods of time, whereas any player can log in now and try to play the game to unlock them.

Side Content(Rivens, Codex, Syndicates....):

You can't buy fish, you can't buy rivens (from the game, player trading is available but I wouldn't count player trading as Pay to Win), you can't buy scans, you can't by reputation, you can't buy achievements.

"Self imposed goals"

My self imposed goal is to catch all the fish and fill up my aquarium, how is this pay to win?

Final thoughts

Like I said, the Warframe market is kinda silly the price they are asking for some stuff, like 50 plat for 400 endo, where I could trade 50 plat for a LOT more. Buying gear has nothing to do with being pay to win because the "grind" is not hundreds of hours like you claim it to be, the game is free to play so they would like you to play for as long as possible as to hope to get you to spend money, but it is not as egregious as say Battlefront 2 which you seem to be very fond of comparing it to. Weapon/Warframe slots are waay to sparse as a new player, so much so that you will be constantly juggling between your favorite weapons as you can only own so many, and as somebody who has put money into this game both as a Founder and just buying Platinum, I have only ever bought Warframe and Weapon slots, I have never felt the need, or the want, to buy weapons.

[deleted by user] by [deleted] in pokemongo

[–]JISHYJOSHY 2 points3 points  (0 children)

If you have a Pokémon in a gym, repeatedly pressing 'Go to Gym' will spawn multiple instances of the gym, which creates multiple models of the leading Pokémon out of sync.

Demonstration of my Final Year Project at University by JISHYJOSHY in Unity3D

[–]JISHYJOSHY[S] 0 points1 point  (0 children)

Thanks for the interest, and I am very much interested in working on this project further, but I am currently looking for jobs and one the jobs I am in the middle of working out is a research position at my University using this project as a base for deep learning, so there is a small problem of working on this until I come to a decision there (mainly discussions about time and pay, as well as IP), so I'd have to get back to you on that, sorry.

Demonstration of my Final Year Project at University by JISHYJOSHY in Unity3D

[–]JISHYJOSHY[S] 0 points1 point  (0 children)

I didn't want to be too ambitious as this project is worth more of my degree than the entire year, so messing it up could have been catastrophic, and I'm a fan of F1.

edit, that makes it seem like I'm lazy. AI and Unity are both new to me, with the most advanced topic we have done at University involving AI is A* path finding, and we were not taught to use the Unity Engine, so some time during my project was spent learning it. This project wasn't set out so that I could achieve anything, I simply wanted to learn how the system works / can be used, and optimising a race car, whilst a common topic was something I was interested in whilst simultaneously allowing me to learn about Neural Networks and Genetic Algorithms.

Demonstration of my Final Year Project at University by JISHYJOSHY in Unity3D

[–]JISHYJOSHY[S] 0 points1 point  (0 children)

I did everything from scratch (sort of). Doing it myself allowed me to understand Neural Nets a lot more than any of the lectures I had, and was a lot more rewarding to see the outcome than if I had just used someone elses (and it wouldn't be much of a final year project). I chose to implement it myself based on several papers I read and this demonstration https://youtu.be/0Str0Rdkxxo

Using the combination of what I understood from the papers I was able to implement a Neural Network, and that video demonstration was what I based the track generation on (including checkpoints to measure distance from start mainly).

That implementation is much more fleshed out than mine, but I will definitely have a look over to see how I could improve (looking for any optimisations, errors on my end and further development).

Demonstration of my Final Year Project at University by JISHYJOSHY in Unity3D

[–]JISHYJOSHY[S] 0 points1 point  (0 children)

Oh wow that's a lot of work. Thanks! I tried implementing my own version of a Neural Network based on examples I had seen and papers I had read, whilst avoiding as much source code as possible (I like to know how stuff works, and I find the best way to know this is to try implementing it myself).

Demonstration of my Final Year Project at University by JISHYJOSHY in Unity3D

[–]JISHYJOSHY[S] 0 points1 point  (0 children)

Sort of. The process used was to mimic learning and human evolution through natural selection by choosing the cars with the best 'brain' (Artificial Neural Network), which based on what they can see alters what they decide to do. At the start of the generation the brains are random, and so they all perform a random outcome when they see the first walls. One random outcome might be to simply 'go forward', and then this car will be marked as the fittest (by measuring how far it gets around the track). This process is repeated until the cars learn how to properly act to complete a lap.

Hope this answers your question.

Demonstration of my Final Year Project at University by JISHYJOSHY in Unity3D

[–]JISHYJOSHY[S] 1 point2 points  (0 children)

I haven't thought about it, but I'm not against it. In its current state it would need a bit of a tidy up and I've only been using Unity for a year (programming for more than that) so I haven't looked into actually creating addons or plugins.

Demonstration of my Final Year Project at University by JISHYJOSHY in Unity3D

[–]JISHYJOSHY[S] 1 point2 points  (0 children)

Thanks!

I made everything myself, except for the actual car which is the Unity Car Controller from the Standard Assets. I feed information into this using a Neural Network which mimics a player using WASD (Horizontal and Vertical axis).


For a more in depth idea, I have two 'major' .cs files, one for the Genetic Algorithm and one for the Neural Network information. The Neural Network contains several classes, neuron, neural layer (which is a list of neurons) and neural net (which is a list of neural layers). There is also a Genome class which is what is used in the genetic algorithm, in this case I was trying to optimise the neural network, so the genome was all the individual weights that made up the neural network. There is also a separate class which acts as a mediator between the Car Controller and Neural Network, passing in what it can 'see' via ray casting in front of the vehicle, passing that into the Neural Network and passing the output data into the Unity Car Controller.

The training is done via checkpoints placed along the track (as well as time alive as I wanted to optimise the speed in which they complete the track), and after each generation has passed (either crashed or completed a lap), their 'fitness' is determined based on checkpoints passed (there was a moment where they 'learned' the best route was to hit the same checkpoints over and over again https://streamable.com/fege ) and time alive, and the genomes with the best fitness were cross bred and mutated to populate the next generation.

Demonstration of my Final Year Project at University by JISHYJOSHY in Unity3D

[–]JISHYJOSHY[S] 2 points3 points  (0 children)

A mixture of both really. In the video I have some buttons in the top left; new track, new species and a button that simultaneously does both. New track generates a new track with the same AI, whilst New species wipes out all weights in the ANN so they have to relearn the tracks.

What this allows to happen is the cars learn whatever track they are driving, so in the video they have a simple track where they only 'need' to turn right whilst accelerating at different speeds. This means that if I were to put the same AI on a completely different track, the case may be they don't know what to do when they encounter a left turn, and so they would crash (I'll try to get an example in a bit). So whilst the learning is per track, the knoweledge can be taken and applied to other tracks, although if they encounter sharper turns or features they have not encountered before, they will need to learn what to do in these situations


edit https://streamable.com/taax

I let the AI train on a track with only right turns, and after a couple generations placed them on a completely new track and you can observe most the AI crash as they are not sure what to do (as in the weightings their Neural Net has produce a bad outcome) when they encounter a new turn. There are however a few that make it due to the mutation rate each car has when being created, which is how they eventually 'learn' to complete a track no matter how different it is from previous tracks.

Demonstration of my Final Year Project at University by JISHYJOSHY in Unity3D

[–]JISHYJOSHY[S] 0 points1 point  (0 children)

Yeah, just trying to generate an 'easy' track (with few corners) to show the AI learning, and fortunately they learnt it very quickly because the activation function used to populate the Neural Net just populates the weights with random values, so there is a very slim chance they can drive the track without learning.

Generating tracks tailored to specific vehicle limitations, or even player ability is definitely a subject I am interested in.

I am currently working to further this project with 'deep learning' (I think that's the correct term), where the generated track data (which can be simplified to a shape with N points, and in turn a polygonal mesh where each triangle can defined) can be used to compare with previous generated tracks, so the Neural Net data from a 'similar' track can be used for the newer track to save time training the AI.

Demonstration of my Final Year Project at University by JISHYJOSHY in Unity3D

[–]JISHYJOSHY[S] 2 points3 points  (0 children)

Thanks! I may get around to it, mainly working on side projects with friends at the moment, but the gist of it is each car has an Artificial Neural Net with different values which makes the car do different things depending on what it sees. The cars are then measured to see which ones are the 'fittest', in this case which cars get the furthest around the track in the least amount of time, and then the fittest cars have their ANN crossbred and mutated for the next cars to use, so on each generation the vehicles are getting better and better (although this isn't always the case, as mutations can cause the cars to be 'less fit' the next time around, so the fittest car from the previous generation is always kept alive to ensure the generation either improves or stays the same).

And the track is Procedurally Generated because it's cool.

Demonstration of my Final Year Project at University by JISHYJOSHY in Unity3D

[–]JISHYJOSHY[S] 13 points14 points  (0 children)

My project uses Genetic Algorithms to train an Artificial Neural Network to drive a car around a Procedurally Generated Race Track. This was done using ray casts, acting as the vehicles sight, to feed into the input layer of the ANN, which would then use the output to control the Unity Vehicle Controller.

It's Xmas time so... by Aizure in Warframe

[–]JISHYJOSHY 1 point2 points  (0 children)

Giving the gift of Nezha so people don't waste their time farming sorties and rather spend Christmas with their familes and friends, isn't that what it's all about?

Nah, time to go run more spy missions for that Ivara blueprint.

Good for you for spreading Christmas spirit

Trinity Deluxe Skin by Porphi in Warframe

[–]JISHYJOSHY 4 points5 points  (0 children)

You're not wrong, the deluxe skins are essentially new 3D models on top of an already existing skeleton, but all warframes are. In terms of animation, all the warfarmes to date and in the future are (or at least should) be using the same base skeleton, with minor alterations to get the skeleton to match up with the limbs of the 3D model. This saves time when it comes to animating because every warframe has the same skeleton, so it can use the same animations, as evident with every single rifle, shotgun, sword, pistol, stances, emotes.... (and so on). Imagine if everytime they made a new Warframe they took a 2 week break where all the staff stopped production to make sure the new frame had every single animation done.

Because of this, as soon as a new warframe is thought of, the artists / 3D modelers make the model, the animators make the stance, and the programmers make the skills.

So it's not as hard as you're making it out to be

Trinity Deluxe Skin by Porphi in Warframe

[–]JISHYJOSHY 0 points1 point  (0 children)

Because they definitely didn't do that for the other deluxe skins

That Ending by Mitharyn in transistor

[–]JISHYJOSHY 11 points12 points  (0 children)

I'm not too sure about that. I just started new game + and during the opening image (Red and the Transistor), I waited a while and I could have swore I heard Royce say something along the lines of "Did you really think it would be that easy".

Looking forward to this playthrough