AI

Development directions, tasks, and features being actively implemented or pursued by the development team.

AI

Postby John Cordell » Mon Aug 11, 2008 8:22 am

Is there somebody working / planning to work on the AI code?
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Postby safemode » Wed Aug 13, 2008 1:07 pm

i think a fair deal of us are kinda vacationing a bit right now (if you call working all damn day a vacation), but in any case, things have cooled a bit and i think that will be the case until summer ends. The roadmap doesn't have anything really specific to AI dev going on anytime soon. Cept maybe in a meta sense, such as in faction Ai's possibly.

That's not to say it wont be welcomed to have someone work on it. Just that nobody else is at the moment or in the near future.
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Postby Fendorin » Fri Aug 22, 2008 4:54 pm

i see on the roadmap the faction AI need to be improve

but how i can help you (i know nothing about writing code or python...sorry)

but i have some knowledge in history and strategics/tactics.
Maybe usefull for create a squadrons organization ,kind of comportement..etc for helping you for writing code....

I have some problem with vegastrike : is so close to a "shoot them up" for me it need more subtility
Maybe is more complex for writing??(a subtile AI)
but if you need some help for some thing i can i will be happy to help
i don't know how to for helping??
and i don't know if it's the good place for asking??

thank
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Postby ace123 » Mon Aug 25, 2008 3:07 am

I agree... the AI should play a larger role than cannon fodder. If you want, maybe you could work on a campaign or try to think about how you could design a good faction-level AI script (controlling the behavior of the factions as a whole).
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Postby chuck_starchaser » Mon Aug 25, 2008 7:17 am

I've a feeling JC was talking about pilot AI and stuff; but I could be wrong.

At PU we're forever having to tell people to watch what they target when they have a wingman, because the wingman always attacks whatever you're targeting, foe or friend, without waiting for an order to do so.
Enemy AI's are too accurate with their shooting, also; and we don't know of any parameters to tweak to make them less than perfect shots.
Ships that you escort, they follow you too mechanically, like, they assume a position and then they try to maintain it so keenly that if you turn around and move one foot, they turn around and move one foot; and they do nothing to avoid asteroids; so we have to try to avoid escorting missions that go through AF's; and they take their sweet time to follow you through jump points.
Controlling spawning has been another major headache.
There's problems with turret AI also.
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Postby Fendorin » Mon Aug 25, 2008 4:13 pm

yes but who develop AI and how too is a mathematique formule??

like equation for each ship ?

who know?
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Postby chuck_starchaser » Mon Aug 25, 2008 4:21 pm

Who knows? That's the million dollar question. Spiritplumber had figured out the AI, but she's no longer among us. I've no idea who wrote it; possibly Hellcat.
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