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Very Basic Social AI (1.0 first release)

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screenshot of the scene

Author: UnityDogGaming04

Group: Default

Filesize: 18.53 kB

Date added: 2022-06-22

Rating: 5

Downloads: 734

Views: 207

Comments: 5

Ratings: 1

Times favored: 0

Made with: Algodoo v2.1.0

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1.0.2

UPD: NPC Agent is now gray

(ball now does 1 damage on contact)

Within this scene is my first of hopefully many narrow-purpose AI agents. The end goal for the VBSAI is for all these behaviors:

Agression against direct attackers (already implemented in a very basic way)
Befriending agents that are helpful (not a clue how I'm going to implement this yet)
Agression against attackers of an agent's companions (this either)
Fleeing an attacker if an agent's health is low (not implemented yet but def can be)
Avenging dead companions (is this even possible?)

You'll notice that there is identical code in both boxes in this scene, the only difference being that the left has _player = true while the right is set to _player = false

Full description of AI's behavior within the scene (controls too).
Last edited at 2022/06/22 20:12:29 by UnityDogGaming04
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It's already pretty clear that I can't beat it in a battle without some sneaky tricks. It's reaction time is just so fast.!
Well, aside from sitting there staring into each other, because that usually leaves you with 1 or 2 health.
Well, it's a start. I'm sure it will become more intelligent and "crafty" as time goes on as you feed it with more neurons! lol

A couple of suggestions:
1. The way you did the "initializer" code is unusual to say the least. So, rather than put those 3 lines of script in upDate and then allow the box to die after one second, why not put those lines of script in any onSpawn of any object in the scene? That way the code will execute only once as the object gets spawned after the scene gets loaded into Algodoo, and you won't have to do anything weird like kill the object containing that code after some time period.
2. Initially, I couldn't tell the difference between the Player box and the NPC box. So why not make the Player box a different color or a different shape (or both)?

Other than those suggestions, you did a pretty good job on the game so far. I can't wait until you give the players actual personalities (if that's what you planned to do). :*)
It's already acting fairly intelligent, with respect to my other scenes. It's about as smart as my PID drone waypoint follower scene. With time, the thing will know my name lol

1. I tend not to use onSpawn because it doesn't work reliably for me. I used update for the lasers because i wanted to make the loaded scene look just like the scene while running.

2. That was something I didn't bother with in this scene because of there only being two agents, meaning it's really hard to lose yourself. In fact, you'll notice that the only difference between both agents is the _player boolean inside each of them. When true, the user is in control, otherwise the primitive pathfinder takes over. I can add some code to highlight the player based on this boolean.
I did it! I also got launched into the air with it.