Another Strat Game...but Here The Soldiers *learn*

Marik_SteeleMarik_Steele To rule in hell... Join Date: 2002-11-20 Member: 9466Members
edited June 2005 in Off-Topic
<div class="IPBDescription">yet another slashdot repost</div> I haven't had time to actually try it yet, but the <a href='http://games.slashdot.org/games/05/06/27/2129214.shtml?tid=206&tid=10' target='_blank'>slashdot post</a> and documentation included with this "Nero" game make it seem quite cool. Much like the Black & White series, this game looks like it'll live or die based on how well the "units" can be taught. Post what you think about it.
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Comments

  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    Hmm, it looks like <a href='http://nn.cs.utexas.edu/NERO/Slashdot.htm' target='_blank'>Nero</a> is up for download. I'll check it out and see what it's all about.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    Man, this game could be such an incredible time waster.

    This thing is cool. Your army starts out knowing absolutely nothing, not even how to walk in a straight line, and their brains get more complex as you train them and reward them for different behaviors.

    cool stuff.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    Its pretty buggy though, and everysooften starts to run like absolute ****.

    I taught my guys to navigate obstacles kinda. Right now I'm just throwing them in an arena with a team to fight, setting some metrics, and leaving it overnight. We'll see if I have a finely tuned fighting force in the morning.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    what if they learn... ABOUT THE MATRIX?

    Quick we need agents!
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    edited June 2005
    It's interesting but after I run them through the basics and add an extra wall they go haphazard again <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    At least the bots I trained fared well against Death From Afar. Guess I'll train them to disperse a bit more since they tend to clump a lot together.
  • KGB_GaralKGB_Garal Join Date: 2005-06-09 Member: 53476Members
    "Service Temporarily Unavailable" <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • CondizzleCondizzle Join Date: 2004-10-05 Member: 32107Members
    I can't get on that site either.
  • SinSpawnSinSpawn Harbinger of Suffering Join Date: 2002-11-12 Member: 8359Members
  • KGB_GaralKGB_Garal Join Date: 2005-06-09 Member: 53476Members
  • KGB_GaralKGB_Garal Join Date: 2005-06-09 Member: 53476Members
    The download site is going really slow though and I can't get it to let me DL x.x
  • CondizzleCondizzle Join Date: 2004-10-05 Member: 32107Members
    edited June 2005
    The link they provided for the download isn't working for me.
  • OttoDestructOttoDestruct Join Date: 2002-11-08 Member: 7790Members
    Wheres blackmage when we need a mirror
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited June 2005
    Whee, finally got the soldiers to go around walls without just being lucky, and also to approach & shoot... and then the program crashed :(
  • R_A_CR_A_C Join Date: 2003-05-13 Member: 16273Members
    can we get screenies?
  • DiscoZombieDiscoZombie Join Date: 2003-08-05 Member: 18951Members
    the graphics aren't all that impressive - it's more of an AI demonstration, after all. there's little red and blue robots, and some walls and obstacles. you train them using sliders to reinforce and punish behaviors...

    if they want the AI to be even more realistic, there shouldn't even BE reward/punishment sliders - the game should be self-rewarding and self-punishing... like, you shouldn't have to tell your robots to avoid getting shot - they should want to do that on their own, etc.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    <!--QuoteBegin-DiscoZombie+Jun 28 2005, 01:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DiscoZombie @ Jun 28 2005, 01:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> if they want the AI to be even more realistic, there shouldn't even BE reward/punishment sliders - the game should be self-rewarding and self-punishing... like, you shouldn't have to tell your robots to avoid getting shot - they should want to do that on their own, etc. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Why? Getting certain soldiers shot could be part of your strategy.
  • Nil_IQNil_IQ Join Date: 2003-04-15 Member: 15520Members
    <!--QuoteBegin-moultano+Jun 28 2005, 01:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Jun 28 2005, 01:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-DiscoZombie+Jun 28 2005, 01:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DiscoZombie @ Jun 28 2005, 01:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> if they want the AI to be even more realistic, there shouldn't even BE reward/punishment sliders - the game should be self-rewarding and self-punishing... like, you shouldn't have to tell your robots to avoid getting shot - they should want to do that on their own, etc. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Why? Getting certain soldiers shot could be part of your strategy. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I can't see how it would be... although I take your point that you might not want them to learn "being shot at is bad", because then they might develop "cowardly" personalities... although you would simply be able to punish cowards, so I don't see why it would be a problem.

    Ooh, if I can get this to work, i'm going to try and train my guys to run away really fast as a tactic <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    The soldiers can't seem to learn to go around the darn wall even after like 30 minutes. So I just got bored and put a couple of brutle turrets and owned all my people.
  • DiscoZombieDiscoZombie Join Date: 2003-08-05 Member: 18951Members
    <!--QuoteBegin-moultano+Jun 28 2005, 01:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Jun 28 2005, 01:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-DiscoZombie+Jun 28 2005, 01:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DiscoZombie @ Jun 28 2005, 01:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> if they want the AI to be even more realistic, there shouldn't even BE reward/punishment sliders - the game should be self-rewarding and self-punishing... like, you shouldn't have to tell your robots to avoid getting shot - they should want to do that on their own, etc. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Why? Getting certain soldiers shot could be part of your strategy. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I was just sayin' that, ideally, there should be a mode, maybe, where the soldiers train themselves, and truly use natural selection... like, it would be interesting to see robots that could develop their own tactics to use without human input. maybe the ones that fought from a distance would survive best - maybe the ones that strafe... maybe some would learn to ambush, etc. or maybe they would figure out that peace is the answer, and if no robot shot anyone else they'd all survive <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    I guess that kinda AI is a little beyond the scope of this game hehe
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--QuoteBegin-Invader Scoot+Jun 28 2005, 08:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Invader Scoot @ Jun 28 2005, 08:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The soldiers can't seem to learn to go around the darn wall even after like 30 minutes. So I just got bored and put a couple of brutle turrets and owned all my people. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Use Converge a lot?
  • KGB_GaralKGB_Garal Join Date: 2005-06-09 Member: 53476Members
    Woot it finally let me download it.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    <!--QuoteBegin-DiscoZombie+Jun 28 2005, 02:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DiscoZombie @ Jun 28 2005, 02:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-moultano+Jun 28 2005, 01:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Jun 28 2005, 01:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-DiscoZombie+Jun 28 2005, 01:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DiscoZombie @ Jun 28 2005, 01:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> if they want the AI to be even more realistic, there shouldn't even BE reward/punishment sliders - the game should be self-rewarding and self-punishing... like, you shouldn't have to tell your robots to avoid getting shot - they should want to do that on their own, etc. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Why? Getting certain soldiers shot could be part of your strategy. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I was just sayin' that, ideally, there should be a mode, maybe, where the soldiers train themselves, and truly use natural selection... like, it would be interesting to see robots that could develop their own tactics to use without human input. maybe the ones that fought from a distance would survive best - maybe the ones that strafe... maybe some would learn to ambush, etc. or maybe they would figure out that peace is the answer, and if no robot shot anyone else they'd all survive <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    I guess that kinda AI is a little beyond the scope of this game hehe <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yeah, personally, I'd like to be able to do training rounds in which the normal game mechanics apply. I want both the enemies and my robots to die when they get shot enough. It would be a real test of these algorithms to see if they could learn to be very very effective soldiers doing nothing but fighting from the get go.
  • SuitePeeSuitePee Join Date: 2004-11-18 Member: 32857Members
    Hmmmmm...this is a hard game to get to grips with,but I like the idea.
    Imagine doing this on a Dynasty Warriors or Rome:Total War game.
    You could train each army....some could be kamikaze mobs,others could provide covering fire. But they have to learn it. Gradually.
    And then imagine being able to then even tweak individual units in each army......

    Btw,the engine they use is same one as in Blockland,which I wouldn't mind a link to the latest version of. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
    There's still hope for creativity.
  • DY357LXDY357LX Playing since day 1. Still can&#39;t Comm. England Join Date: 2002-10-27 Member: 1651Members, Constellation
    Cool - i'm downloading it now as well as the Eclipse HL2 mod.
    Good old FileRush.com - /me hugs FileRush
  • CondizzleCondizzle Join Date: 2004-10-05 Member: 32107Members
    edited June 2005
    After an hour of training, my Condinubs' AI is up to 184 kb and has won a single battle (1 to 0).

    Here are some things I've learned:
    *Slowly increase the difficulty. Start with a tiny wall, medium wall, larger wall, room, etc.
    *Train one skill at a time, then start combining skills. Train going around a wall, avoiding bullets, and shooting. Then make them go around the wall while shooting and avoiding.
    *A good way to train evading bullets is to take over a turret and spray in the direction that they're running. Soon they'll realize not to run into the path of the bullets.
    *Smite robots that go far out of the area you want them to.
  • meepmeep Join Date: 2004-02-04 Member: 26034Members
    <!--QuoteBegin-DiscoZombie+Jun 28 2005, 01:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DiscoZombie @ Jun 28 2005, 01:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the graphics aren't all that impressive - it's more of an AI demonstration, after all. there's little red and blue robots, and some walls and obstacles. you train them using sliders to reinforce and punish behaviors...

    if they want the AI to be even more realistic, there shouldn't even BE reward/punishment sliders - the game should be self-rewarding and self-punishing... like, you shouldn't have to tell your robots to avoid getting shot - they should want to do that on their own, etc. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    just like babies wouldn't be afraid of a gun, neither would baby robots. You have to train them both just the same.
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    I've been training my agents for almost an hour. Approach target, shoot it, stay at a distance, avoid walls... And then my compy crashed. Bye bye robot brains. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • pardzhpardzh Join Date: 2002-10-25 Member: 1601Members
    So the soldiers learn, huh?

    Sounds like the exact opposite of a pub game of NS.
  • Nil_IQNil_IQ Join Date: 2003-04-15 Member: 15520Members
    Currently trying to train my dudes to run around in packs. I figure if I set approach, shoot and stick together to the same values and leave it for a bit, they should figure it out since a robot that ONLY follows or ONLY sticks with other robots will get less "fitness" than one who does all three.

    Fortunately it's alt+tab friendly so my dudes are in trainning even as I type this. WORK HARDER YOU MAGGOTS!
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