Interesting AI Videos
by Andy Rollins · in Torque 3D Professional · 07/07/2010 (4:57 am) · 18 replies
Stumbled across some videos on vimeo that had some really nice looking AI editor and setup working in Torque 3D, that I thought I'd share with you:
According to the description:
According to the description:
Quote:Game Brains is an unincorporated partnership between University College Dublin, National Digital Research Centre, NEAT Sciences and former Electronic Arts VP Les Edgar. The Game Brains project is building on research from UCD's Complex and Adaptive Systems Laboratory to produce a developer AI middleware toolkit. The toolkit will aim to reduce game AI development time, create more exciting game-play and reduce the level of technical knowledge/experience required to produce video game AI
#2
Thanks for finding and sharing this Andy.
EDIT: *Feels like I'm in the wrong forum*
07/07/2010 (8:50 am)
This is interesting. It actually gave me some ideas! Hope wouldn't be so hard to achieve.Thanks for finding and sharing this Andy.
EDIT: *Feels like I'm in the wrong forum*
#3
Being of the Irish persuasion I should take exception to your perpetuation of a negative stereotype. hic
And mind your spelling boyo. You'll not want to disparage me religion.
This will show you the correct spelling... on the right there...
I said on the right!

What were we talking about? Oh right... Yes thanks for those ai vids. They are interesting indeed.
07/07/2010 (9:49 am)
Quote:University College Dublin are researching something which isn't Guiness?
Being of the Irish persuasion I should take exception to your perpetuation of a negative stereotype. hic
And mind your spelling boyo. You'll not want to disparage me religion.
This will show you the correct spelling... on the right there...
I said on the right!

What were we talking about? Oh right... Yes thanks for those ai vids. They are interesting indeed.
#4
07/07/2010 (10:27 am)
Very interesting and cool!
#5
07/07/2010 (11:14 am)
*have inexplicable urge for Guinness*
#6
Just been goofing around with making AI hide and/or group like shown in the video - man that Gideon guy is creepy when there's a bunch of them!
07/07/2010 (11:35 am)
@Steve: lol, you too huh? :DJust been goofing around with making AI hide and/or group like shown in the video - man that Gideon guy is creepy when there's a bunch of them!
#7
07/07/2010 (11:53 am)
Ok you guys have the guinness I've find something else to errr urrrrmm enjoy :)
#8
I'd also like to note my path finding and ai looks much cooler than theirs even after just 16-24 beers.
07/07/2010 (1:15 pm)
I don't see how you guys can drink that Guinness, I'll stick with cheap stuff like bud light which my fridge is stocked with.I'd also like to note my path finding and ai looks much cooler than theirs even after just 16-24 beers.
#10
Isn't Guinness to the irish, like our Fosters is to australians? The beer that we export because we don't drink it in Australia? :-)
07/08/2010 (5:53 pm)
Guinness, a meal in a glass! gotta love it.Isn't Guinness to the irish, like our Fosters is to australians? The beer that we export because we don't drink it in Australia? :-)
#11
@David - Nope, I've enjoyed many a Guinness with the Irish and it tastes so much nicer over there -- not sure if they export a shitty version or it doesn't travel well or what but it's a poor comparison.
07/09/2010 (1:29 am)
Damn Konrad - she married you too, the bigamist!@David - Nope, I've enjoyed many a Guinness with the Irish and it tastes so much nicer over there -- not sure if they export a shitty version or it doesn't travel well or what but it's a poor comparison.
#12
It's a real hunt to find a decent US IPA (like Goose Island, Flying Dog, Sierra Nevada's okay too).
Can you tell I'm a member of the Campaign For Real Ale? ;)
07/09/2010 (6:10 am)
Of course the Irish import the version QA rejected to the Brits, everyone does. The Americans send us Bud don't they? :PIt's a real hunt to find a decent US IPA (like Goose Island, Flying Dog, Sierra Nevada's okay too).
Can you tell I'm a member of the Campaign For Real Ale? ;)
#13
In TP(GG)'s old stomping ground - the Pacific Northwest, everybody and their grandma is brewing their own IPA. Nearly every bar supports some microbrewery and I have had amazing beer with every trip I've made. Sierra Nevada, flying dog and the others are really pisswater in comparison, honestly... I'm sure it's like Boddingtons, I enjoy it, but I guarantee you have much better in the local pubs (seeing it no longer is brewed in Manchester, anyways).
Oregon is all about the hops, I believe they are the top US producer of the plant and a top world exporter of hops for brewing.
What was this thread about?... oh yeah. Those vids are great, would be great to hear more about the behavior editor, it looks like it was implemented from the same stuff from ai-game dev - or at least a very similar feature set.
I have implemented a similar approach, but without using decorator objects and basically pared down all functionality from the player object into the tree (including initialization, animation selection, state selection).
@Andy - could you speak more on the feature set of the behavior editor, where you're going with it? Also, could you talk about plans for sales of this? Will it be T3D specific or a general library?
Oh, take a look at this:
code.google.com/p/recastnavigation/
I've played with it and it is quite comprehensive, has similar features to what you've shown for terrain and object analysis. The zlib license is quite liberal. You may want to look into it for your work.
07/09/2010 (7:06 am)
Unfortunately, bud is prized in the USA, not for quality, but the marketing machine behind it has convinced us that it makes us very sexy. Fortunately the US has a fantastic microbrewery industry with an huge range of style around the nation.In TP(GG)'s old stomping ground - the Pacific Northwest, everybody and their grandma is brewing their own IPA. Nearly every bar supports some microbrewery and I have had amazing beer with every trip I've made. Sierra Nevada, flying dog and the others are really pisswater in comparison, honestly... I'm sure it's like Boddingtons, I enjoy it, but I guarantee you have much better in the local pubs (seeing it no longer is brewed in Manchester, anyways).
Oregon is all about the hops, I believe they are the top US producer of the plant and a top world exporter of hops for brewing.
What was this thread about?... oh yeah. Those vids are great, would be great to hear more about the behavior editor, it looks like it was implemented from the same stuff from ai-game dev - or at least a very similar feature set.
I have implemented a similar approach, but without using decorator objects and basically pared down all functionality from the player object into the tree (including initialization, animation selection, state selection).
@Andy - could you speak more on the feature set of the behavior editor, where you're going with it? Also, could you talk about plans for sales of this? Will it be T3D specific or a general library?
Oh, take a look at this:
code.google.com/p/recastnavigation/
I've played with it and it is quite comprehensive, has similar features to what you've shown for terrain and object analysis. The zlib license is quite liberal. You may want to look into it for your work.
#14
On the subject of Recast: it is quite nice and works well with very little behavioral coding thrown on top of it's pathfinding. I'd imagine it would be very effective with a more in-depth approach to AI than what I've done so far.
07/09/2010 (10:08 am)
@Steve: I apologize on behalf of America for sending you guys Bud - I hate that crap, and risk a beating every time I enter a sports bar and disdain the swill on tap :D It's the small guys and their microbreweries where you find the good stuff, but I'm actually ordering my beer from Slovakia and Poland for what I'm keeping at home.On the subject of Recast: it is quite nice and works well with very little behavioral coding thrown on top of it's pathfinding. I'd imagine it would be very effective with a more in-depth approach to AI than what I've done so far.
#15
@Jameson - I'm in no way connected with those videos so I can't talk more about them, I just found them on Vimeo whilst looking for some other stuff, saw they were T3D and posted them here
Alex that runs aigamedev has been championing Behavior Trees for quite a while now and spoken at various conferences about them and has a chapter in one the AI Programming Wisdom books about them too - no surprise you'll see lots of versions springing up around it.
Like yourself we've been working on AI too, except we start with the navMesh and pathfinding with integrating Recast you can see what we did with it here:
We're in the process of porting it over to T3D, unfortunately the world editors have changed so I'm having to be a bit cautious and working through the new layout.
What would be really cool is to have a bunch of us from the community work together on a base AI setup with Behaviour Trees, Recast, Editors, etc that people can then take into their projects. Anyone else fancy that?
07/10/2010 (1:56 am)
Draft Bud I enjoy, it's much nicer than the bottled stuff but you don't find it draft many places round here. You know we need more threads to talk about Beer and Caprice perhaps there should be an "Off topic" forum to just natter.@Jameson - I'm in no way connected with those videos so I can't talk more about them, I just found them on Vimeo whilst looking for some other stuff, saw they were T3D and posted them here
Alex that runs aigamedev has been championing Behavior Trees for quite a while now and spoken at various conferences about them and has a chapter in one the AI Programming Wisdom books about them too - no surprise you'll see lots of versions springing up around it.
Like yourself we've been working on AI too, except we start with the navMesh and pathfinding with integrating Recast you can see what we did with it here:
We're in the process of porting it over to T3D, unfortunately the world editors have changed so I'm having to be a bit cautious and working through the new layout.
What would be really cool is to have a bunch of us from the community work together on a base AI setup with Behaviour Trees, Recast, Editors, etc that people can then take into their projects. Anyone else fancy that?
#16
What kind of a task list do you have left for this to work in T3D?
Also does it take collision mesh into consideration or just visible
07/10/2010 (3:14 am)
@AndyWhat kind of a task list do you have left for this to work in T3D?
Also does it take collision mesh into consideration or just visible
#17
Right now it all uses visible mesh but I want in future to give the option to use the collision mesh or use both depending on what the object is flagged as... it will give a simpler navmesh with fewer polys and therefore faster searches.
07/10/2010 (5:35 am)
Chris - We've still got quite a lot to do but hopefully most of it should be over this coming week or so.Right now it all uses visible mesh but I want in future to give the option to use the collision mesh or use both depending on what the object is flagged as... it will give a simpler navmesh with fewer polys and therefore faster searches.
#18
If you need help or testing I've done extensive testing and work on my own pathing and know many things that tend to jack up pathing systems.
Some of the biggest issues we've found in our testing are
Narrow Stairs
Stair Railings that get linked for actors to walk on or jump on
Snagging on corner cuts
Colliding with forest brushed trees that have a collision mesh (castRay bug)
07/10/2010 (5:56 am)
Well this is looking quite nice, it might even get to be better than the pathing system I wrote which is what I'm hoping for. I would love to see something like this integrated with torque as a standard feature.If you need help or testing I've done extensive testing and work on my own pathing and know many things that tend to jack up pathing systems.
Some of the biggest issues we've found in our testing are
Narrow Stairs
Stair Railings that get linked for actors to walk on or jump on
Snagging on corner cuts
Colliding with forest brushed trees that have a collision mesh (castRay bug)
Associate Steve Acaster
[YorkshireRifles.com]
8D
Looks rather interesting.