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Forum Index » » Developer Feedback » » A.I.
 Author A.I.
DarkSpin
Captain
Sanity Assassins


Joined: August 03, 2005
Posts: 651
From: Somewhere in the USA
Posted: 2008-01-21 04:13   
Well as all of you should know I mess with A.I. allot and came up with the idea to have a program instead of just a script to have A.I. in the servers.

The idea goes as follows...

Ok why not make a program that has the LUA scripting in it already preprogrammed so that you can keep the A.I. separate from the editor in its entirety. I do not believe it would be too hard to do. Just an idea.



What it fixes….
1. Lag.
2. Editor Crashes.
3. CPU “due to the fact it can be ran on a separate server all together.”

That is about it that I can think of but fixes most of the issues we have currently.
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2008-01-21 05:03   
In theory - yes, in practice - no.

The server controlling the zones needs to be controlling the AI (makes sense).
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Smartin
Grand Admiral

Joined: August 04, 2005
Posts: 1107
From: Michigan
Posted: 2008-01-21 08:36   
Although I am not against AI I always imagined DarkSpace being a player vs player game.
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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2008-01-21 12:35   
although an A.I Event is a very good way to change the pace of the game, Pirate invasion. Mi Scirmishes etc etc.

they are factions not available to players but can generate a lot of entertainment.


*PS*
I want access to the K.O.S list
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2008-01-21 14:15   
Quote:

On 2008-01-21 05:03, BackSlash *Jack* wrote:
In theory - yes, in practice - no.

The server controlling the zones needs to be controlling the AI (makes sense).




actually, the way I read that and thought of it...


let's say we write a program that uses the darkspace GUI or lua method calls to make a ship behave realsiticaly enough to be called "AI"

.....so why do we not just hook those up as "clients" to the server and treat them as we treat players - just another person playing the game, the MV thinks.

expect, those "players" are scripted and can be controlled by /sending it certain commands or such. Certain trusted players could even host their own "ai" in the background if they want when they're not playing darkspace. (or even anybody.)


Really, that would be the most awesome way of getting AI within darkspace, but would be the hardest and most time consuming to get to work.
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2008-01-22 04:57   
Fatties got a good read on it, if that's how it would be done.

The problem is getting the AI.. that is, the programming to make ships move. Even if we had infinite processing power, we'd still have dumb AI, just the ability to have more of it.

So first off we need some I for our AI. Then we can worry about how efficient it is and how to run it.
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2008-01-22 09:18   
You don't seem to understand how it works...

You can script complicated AI routines in LUA all you want - it still needs to be handled by the server/zone that the AI are spawned in.

It's exactly like players - depending on what zone you are in, you are relaying information to that server.

So, even if they are treaded as clients, they have to be run on the server that controls the zone's they are in.

Plus, even if we had it running on an AI cluster - we need a server to control it, which we don't have.

[ This Message was edited by: BackSlash *Jack* on 2008-01-22 09:18 ]
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