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Geek Culture / A.I. can be hilarious!

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Jeku
Moderator
21
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Joined: 4th Jul 2003
Location: Vancouver, British Columbia, Canada
Posted: 15th Jan 2004 11:04 Edited at: 15th Jan 2004 18:21
Ever make a game, program the AI, and get hilarious results? I was working on my Hit 'n' Run AI today, and whenever I make the AI difficulty on the 'Insane' level, the opponent flies around the screen and consistently crashes into the human player! The funny (and creepy) thing is, when the difficulty is set to 'Normal', the AI player moves and acts just like a real human.

Has anyone else here stuck some AI in their code only to be surprised at how good (or bad) the results were?

BTW, after just a few minor alterations with speed and enemy 'vision', the final build of my game Hit 'n' Run should be done by tomorrow afternoon

- JeKu

http://www.automatongames.com/
indi
22
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 15th Jan 2004 11:15
Ive found you have to dumbafy the AI a lot. I use timers and shorter finding distances to help sometimes. In a real world situation monsters cant see across the board between all manner of obstacles. My monsters talk to each other while they are standing around and if one sees you they go into alert mode for a while. if you shoot one he goes into agro mode and tries to chase you for a while but eventually calms down and goes back to talking, usually to himself since hes left the group. Ill have to place in code for a distance to discern a group is together or not. Talking to himself is not good and thats kinda funny i guess.
Van B
Moderator
22
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 15th Jan 2004 11:34
The only AI I've done is in OIE, and that's pretty much just a follow routine with conditions and an easy attack system. I plan to update it to allow chatter like Indi mentions, so that shooting someone in a group will alert his buddies - right now you can alert them by shooting at them (if a bullet goes past them or hits them they can tell where it came from and head toward you), getting too close, or walking part their line of vision.

The funniest thing my players do is if your not controlling them, they defend themselves. The first time I tried it they beheaded two guys!, did'nt expect them to be so deadly with just the test code. I find it funny when an alien gets close and the guys start shooting, then once the alien is dead they sorta shake for a little bit as if they're petrified - a bug really because I did'nt plan on that, it's caused by the auto aim trying to adjust itself too much - but I did'nt have the heart to fix it .


Van-B


The nature of Monkey was irrepressible!.
Rob K
Retired Moderator
22
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 15th Jan 2004 13:11
Yes, AI can sure provide some much needed humour. I have experienced AI walking on the "ceiling" before, the most comical mistake was when the AI started attacking itself and completely ignored the player (I'd written if actor(i)<>player by mistake!)


BlueGUI Plugin:http://blue.robert-knight.net / BlueIDE http://blueide.sf.net-Free Replacement editor for DBPro
Pincho Paxton
21
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Joined: 8th Dec 2002
Location:
Posted: 15th Jan 2004 13:38
The funniest thing that I have programed by mistake in DB was an animation. I programmed a Goblin to light a firework so that I could make a nice firework display. The Goblin walked up to the firework, and instead of lighting it, he started rubbing up and down against it like a dog on heat!

Pincho.

BatVink
Moderator
21
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 15th Jan 2004 13:42
I created AI for a car and made the vehicle turning circle too large, so it just went round and round in perfect circles, never reaching it's destination.

Yeh, boring I know.

BatVink (formerly StevieVee)
http://facepaint.me.uk/catalog/default.php
Preston C
21
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Joined: 16th May 2003
Location: Penn State University Park
Posted: 15th Jan 2004 14:16
I remember some AI I did for a fighting game I made (when I was really new at Dark Basic, and when I wasnt registered at these forums). Whenever you beat your opponent silly, he would always start to run away. No matter what he did, he would run away head first into a wall. Stupid AI, gonna KO yourself

Cheers,
Preston


Intel Celeron 1.3 Ghrz 512MB Ram NVIDIA GeForceFX 5200 128MB
Ian T
22
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Joined: 12th Sep 2002
Location: Around
Posted: 15th Jan 2004 17:20
Funny stuff

When I was working on an old RTS project of mine that I lost waaay back when my hd crashed, I was coding in basic AI for the unaligned monster packs (never got further than that); I forgot and used a single variable for attack target. They ended up all ganging up on one of my men after another until they all died. This was much smarter than I had intended them to be

--Mouse: Famous (Avatarless) Fighting Furball

I am the chainsaw paladin.
Jeku
Moderator
21
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Joined: 4th Jul 2003
Location: Vancouver, British Columbia, Canada
Posted: 15th Jan 2004 18:26
Well it's obvious that I still have some work to do--- still have to work out the AI in a 3D landscape.

Now I'm at a point in my game where I'm done the "game" part per se--- the fun. Now I just want to make it look pretty-- add some zip and some snazz. Just not sure where to end the madness. I don't want to fall into the forever loop of adding too much gloss and having it take away from the game

- JeKu

http://www.automatongames.com/
Represent
20
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Joined: 24th Dec 2003
Location:
Posted: 15th Jan 2004 18:28
In my A.I. for DBZ Battle ENgine it is almost impossible to lose.
TKF15H
21
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Joined: 20th Jul 2003
Location: Rio de Janeiro
Posted: 15th Jan 2004 18:51
years ago, back in quickbasic, I made a fighting game where the AI found a combo I (the programmer ) didn't know about. I was at 100% life and suddenly... dead... Neadless to say, I fixed that "bug".

Morfy's Law - Enythink thet ken go rong willll.
Cole's Law - Thinly sliced cabbage.
Mentor
22
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Joined: 27th Aug 2002
Location: United Kingdom
Posted: 15th Jan 2004 20:37
thats rather like my space battle AI, you made ships from parts and used them in the battles, the AI also made ships from parts but it noticed that small ships had a better cost to hit ratio than bigger ones (slight miscalculation, I made the build time too low for smaller ships)
There was me flying around looking for something to fight with my fleet of bruiser battlecruisers (I awarded em myself just for testing purposes...honest), when I was nailed and wiped out by 200 PROBES equiped with Plasma CANNONS, I lost (at about 3fps ) handsomley

Mentor.

System spec : Pentium 3.0Ghz, 512MB DDR, 2x160Gb HD (using icewave hd coolers ), DVD RW/CD RW (all modes), multimedia front panel, 6 way surround sound, ATI radeon 9800Pro 128mb.
CattleRustler
Retired Moderator
21
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Joined: 8th Aug 2003
Location: case modding at overclock.net
Posted: 15th Jan 2004 20:48
due to a condition-test coding error in a 3d black jack game I made in dbc1.13, there was a condition where if the player "stood" and the dealer "hit" himself because he was below 16, if he "busted", instead of you winning, the dealer left your cards on the table and dealt himself a new hand, following all the black jack rules, he played and played until he finally won! It was pretty hilarious te see that in action: "Oh, darn I busted - do over!" LOL Imagine that sh*t in a casino? Some one would get de-lifed.
Well, not really an AI thing but was funny nevertheless.

-RUST-

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