Battle boat AI contest!

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Re: Battle boat AI contest!

Postby Kilinich » Wed Jan 23, 2013 10:57 pm

mold999 wrote:Can't we just copy the _AI code, and send you a PM?

Yes, sure. But if you add some local _functions or _variables you must add it in PM too :thumbup:
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Re: Battle boat AI contest!

Postby mold999 » Wed Jan 23, 2013 11:03 pm

If we declare the functions and variables in the _AI script, will they still work?
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Re: Battle boat AI contest!

Postby Kilinich » Wed Jan 23, 2013 11:29 pm

mold999 wrote:If we declare the functions and variables in the _AI script, will they still work?

In that way variables will only exist within a single run of script. That's fine for functions but if you need additional variables you need to add it to box's scope.
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Re: Battle boat AI contest!

Postby mold999 » Thu Jan 24, 2013 1:19 am

If I do this:

_cookiesAreGood := {_numberOfCoookies = 7}

Does this count as a function? Do I run it by calling "_cookiesAreGood()"?
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Re: Battle boat AI contest!

Postby Kilinich » Thu Jan 24, 2013 8:05 am

mold999 wrote:If I do this:
_cookiesAreGood := {_numberOfCoookies = 7}
Does this count as a function? Do I run it by calling "_cookiesAreGood()"?

Yes. Exactly. Also you can declare functions like this:
Code: Select all
_cookiesAreGood := (count) => {_numberOfCoookies == count ? {print("1")} : {print("0")}}

and call it in some expression: a = _cookiesAreGood(10)
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Re: Battle boat AI contest!

Postby mold999 » Fri Jan 25, 2013 12:25 am

Kilinich wrote:_angle(v) - returns angle between 0x and vector v [x,y]

I am a little confused, what does "0x" mean?
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Re: Battle boat AI contest!

Postby Kilinich » Fri Jan 25, 2013 7:42 am

mold999 wrote:I am a little confused, what does "0x" mean?

horizontal line, abscissa.
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Re: Battle boat AI contest!

Postby Kilinich » Mon Jan 28, 2013 8:17 pm

Only 1 player applyed yet. :cry:
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Re: Battle boat AI contest!

Postby Xray » Fri Feb 01, 2013 12:29 am

Kilinich wrote:Only 1 player applyed yet. :cry:


How many players do you have now?
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Re: Battle boat AI contest!

Postby Kilinich » Fri Feb 01, 2013 6:51 pm

It's too hard I guess. So you are the one and automatically the winer -)))
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Re: Battle boat AI contest!

Postby Xray » Fri Feb 01, 2013 7:00 pm

Kilinich wrote:It's too hard I guess. So you are the one and automatically the winer -)))


I won by default? :lol: That sucks because I wanted to win by beating other AI scripts, not simply by entering the contest. Oh well, I know what kind of scene I want you to make. I'll let you know what it is later today.

Thanks!
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Re: Battle boat AI contest!

Postby Xray » Fri Feb 01, 2013 7:48 pm

Kilinich - Here is what I want you to make.....
Back in 2010, user Antotabo created two AI scenes. One was for use with Algodoo, and the other was for use with Phun. He never completed them. The Phun version using Algodoo seems to work better than the Algodoo version. The AI critter has very simple movement, but no intelligence. I would like you to create a similar type of AI scene, where the creature learns over time how to do something such as getting around obstacles, or moving through a maze, etc (I'll leave that up to you). And rather than using simple boxes and circles as your creature, I want you to create something that looks like a real animal (a dog?). The creature must have some sort of AI "brain" and not just a simple sensory system. In other words, I want it to sense its environment and to learn from what it detects in order to accomplish its task.

Can you do this? :D
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Re: Battle boat AI contest!

Postby Kilinich » Sat Feb 02, 2013 9:51 am

I've already did sort of... with "cars", is that what you want, but more sophisticated (with sensors)? ;)
Rating: rated 9
Filesize: 44.44 kB
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Ratings: 30
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Re: Battle boat AI contest!

Postby Xray » Sat Feb 02, 2013 6:12 pm

Although your Evolution Tycoon scene is awesome, it's not what I am asking for because that scene recursively spawns a new car each time with a slightly different configuration, in "trial and error" fashion to achieve its goal. But I want a single creature with a "brain" that senses its surroundings and learns from what it detects. The algorithm is called "obstacle avoidance" (You can Google "obstacle avoidance artificial intelligence" to find out more about it). You can use lasers or touch sensors to "feel" and "see" various obstacles. If not too difficult, I would like the creature to have legs (preferably 4) and textures that make it look like a real animal (I love dogs, and so I prefer a dog. ;) ).

So, in general, I want to be able to place random objects (boxes, circles, and polygons) on the playfield, and the "creature" has to try to navigate from one side of the playfield to the other and learn where the obstacles are located, so that the next time the creature gets placed at the starting point, it will then be able to get to the end point without bumping into any of those obstacles that it learned from the first time. The game might have two phases: A "learn" phase, and a "run" phase (or something like that). During the learn phase, the creature learns the size, shape, and positions of the obstacles, then during the run phase, it nagivates around all the obstacles.

I realize that I'm asking for a very difficult and complex scene, and in all fairness to you, if such a task would require too much of your time and energy, then please tell me that it cannot be done and I will respect your decision without any hard feelings at all. :angel:
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Re: Battle boat AI contest!

Postby Xray » Sat Mar 02, 2013 8:34 am

So, what's going on, Kilinich? Are you having another battle boat contest this month? I see that Algobot5000 entered his AI script as a scene. Did you get any other entries?

Also, it has been a month since you started working on my scene. Do you think it will be finished soon?

Thanks!
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