Author Topic: What are you working on? :D  (Read 261001 times)

annikk.exe

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Re: What are you working on? :D
« Reply #600 on: January 11, 2012, 09:21:36 PM »
The part of the internet I call home doesn't appear on that survey unfortunately.  However, I generally split my time between the Gulf of Youtube, Facebook's quiet south-eastern coast (so difficult to find private beaches these days!) and roaming the vast seas and oceans, hunting for treshures. :>

annikk.exe

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Re: What are you working on? :D
« Reply #601 on: January 13, 2012, 07:57:50 AM »
So, people other than Aino... what is stopping you from writing your own AI? :>
A deadly AI has been the most rewarding thing I've ever coded, I think..  I'm keen to see more of them.  Does anyone have a desire to write one, but doesn't know where to start?

Lost Seedling

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Re: What are you working on? :D
« Reply #602 on: January 13, 2012, 09:05:08 AM »
I've made no secret that I find the AI aspect fascinating. Writing a functioning AI, for me, is the ultimate accomplishment for this Eufloria stuff. But the simple reason I have not attempted it is.........Time. I say "attempt" because after looking at the existing AI's, I say to myself that even if I had all the time in the world I couldn't do that. Maybe some day.

Quote
(Pilchard123 08/06/11) I am actually trying to produce a method of determining strategically important asteroids atm, based on stats, how many other asteroids it can reach, and how many it can be reached by. Stats are fairly self-explanatory, but the send/recieve thing is related to its defensibility and use in offence. If it can send to lots of asteroids, it can attack lots of asteroids and be evacuated easily. It it can't be reached easily, defense can be managed easier, but can't be reinforced well.

If I WERE to attempt an AI, this is the route I would pursue. I'm still patiently waiting for Pilchard to find time to finish his so I can learn something.

Pilchard123

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Re: What are you working on? :D
« Reply #603 on: January 13, 2012, 05:05:46 PM »
Why am I not coding? Life, in a nutshell. While college arguably isn't real life, exams are hanging around at the moment. Before that, I didn't do much because there was no-one around, and before that, because of the risk of losing all of my work to a new version with different Lua bindings.

I might get going again after exams, now there's people here again.
« Last Edit: January 13, 2012, 05:13:12 PM by Pilchard123 »

Lost Seedling

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Re: What are you working on? :D
« Reply #604 on: January 13, 2012, 08:27:20 PM »
Quote
because of the risk of losing all of my work to a new version with different Lua bindings.

I could "make" time, but that is probably the biggest reason I don't.

Aino

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Re: What are you working on? :D
« Reply #605 on: January 15, 2012, 02:25:04 AM »
Awkward silence detected!

I'm making a new java game, this time not for training. I'm going to approach this project with a plan other thank just doing what I come up with.
What are you guys doing?

Edit: It's a god game, inspired by dungeon keeper :P

Pilchard123

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Re: What are you working on? :D
« Reply #606 on: January 15, 2012, 05:43:57 AM »
College stuff. Exams. Weird conversations in class, among them:

"Modelling this situation as a Poisson distribution, what is the probability that persons X and Y are a couple before the end of term?"

"What are the relative merits of turning the Nerf Longstrike into a liquid nitrogen-powered air rifle as opposed to wrapping the barrel in copper wire, packing the darts with buckyballs and making a coil gun?"

And my personal favourite...

"Here is a box of frogs. Discuss."

Aino

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Re: What are you working on? :D
« Reply #607 on: January 21, 2012, 08:27:48 AM »
Loop between each day on the forum:
Code: [Select]
AverageUsers = 17(as of today)
if Active then
 Activity = Activity * 0.95
 Posts = math.floor(Activity*AverageUsers)
 if math.random() < 0.33 then
  Active = false
 end
elseif math.random() < 0.01 or Posts > 1 then
 Active = true
end

So, what's up? Really weird seeing these spikes of activity then all out of the blue the activity drops like a nuclear bomb hit...

Pilchard123

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Re: What are you working on? :D
« Reply #608 on: January 21, 2012, 05:13:48 PM »
There's not enough new maps around. Wait until the iOS version is out, that should bring more people. A new PC version may boost numbers, and a new AI or two could be good too.

Aino

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Re: What are you working on? :D
« Reply #609 on: February 01, 2012, 12:02:01 AM »
New idea = new map...

But first: change Ringdesigner to fit my map...

Aino

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Re: What are you working on? :D
« Reply #610 on: February 01, 2012, 04:22:14 AM »
Change Ringdesigner wasn't going the way I wanted, instead of implementing what I wanted I ended up adding a colorscale, so you can change the backgroundcolor :)

Release it --> modify to what I want it to do --> make map! :)

Lost Seedling

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Re: What are you working on? :D
« Reply #611 on: February 03, 2012, 08:54:06 AM »
I've been waiting for someone who knows what they're doing to make a randomizable AI war map. As soon as Pilchard debuts his, we'll have four(by my count) contenders ready to rumble! Unfortunately, no one has made an acceptable arena so I thought I'd take a look at it.

What would make a good AI war map? In my opinion:

1- It should be an "organic" style layout vs. a "grid" layout-if for no other reason than Grid designs are boring to watch. Of course, a grid design is a worthy challenge for AI, but organic designs I think contain greater complexity and nuance.

2- It should contain perfect symmetry in all aspects so that each AI faction is on equal ground. Annikk's Organic AI war map and collapsoul's WebWideWar map do not allow an even playing field due to their lack of perfect symmetry. In Annikk's map, you can easily replay the map by switching starting positions, but this requires fiddling with the code and requires extra time.

3- It should be easily customizable for number of AI opponents. This would require the ability to be sectorized evenly in two dimensions.

4- It should also be customizable in number of asteroids, and asteroid stats- while maintaining the perfect symmetry and complete fairness to each AI faction.

5- It should be easily transformable so that one map can be used for different configurations.

I believe it would be quite possible to fulfill all of these requirements. Collapsoul's WebWideWar map is a fantastic blueprint for how it could be done. Even without the user-interface that he created (but which I could never hope to recreate), I have a pretty good idea how to implement my basic concept.

Unfortunately, at a very, very early and preliminary proof-of-concept stage, I've encountered a show-stopping problem. Despite creating a symmetrical asteroid field, the send-distances are displaying an odd bilateral bias. In other words, the hoped-for symmetry is proving elusive.

Attached are two simple and somewhat unstable maps showing what I'm talking about. They are not in any way intended to be representative of the ultimate direction or methods I intend, but merely test-beds to see if the premise will work.

Both maps crash frequently, and may have trouble initiating due to "stack overflow". I think the overflow could be from my method used to check for overlapping asteroids. I don't know enough about Lua or programming to figure out a better method right now, but that is beside the point. The real mystery right now is why the send distances are not symmetrical.

The "preview" map was just a test to try out different variables and test out the practicality of my idea.

The other map creates the actual asteroid field, representing a four-AI battlefield. If you click on the asteroids in each sector, you will soon see that the quadrants are not all equal, despite the relative coordinates and stats of the asteroids being the same. The send-distances are screwed up. This, of course, is unacceptable. Unless I can solve this problem, further effort on this would be useless.

Does anyone understand why this occurs or know of a solution? I've noticed this same problem to one degree or another in every map I've ever made. Could the presence of the player-owned asteroid be a disrupting influence? It seems to be, but I don't know how to eliminate it. If any of you programmers are bored and want to make a proper AI war map your own way don't think I'd mind! Even if I solve this issue, it will probably take me many months to work on this.
« Last Edit: February 03, 2012, 05:03:57 PM by Lost Seedling »

Aino

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Re: What are you working on? :D
« Reply #612 on: February 03, 2012, 10:00:42 PM »
Here, I've changed it from random coords to trigonometry(meaning no collision detection needed) :)

annikk.exe

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Re: What are you working on? :D
« Reply #613 on: February 03, 2012, 10:46:13 PM »
Lost Seedling, I think I may know the cause of the problems you are experiencing.

Here's how it goes:


1. The level loads.  LevelSetup() is run.  Asteroids are placed, send distances are set.
2.  LevelSetup() completes.  The game now looks at all asteroid distances to work out if any are unreachable by others.  If so, it increases the send distance.
3.  LevelLogic() begins and the player sees the level onscreen.  If the send distances were modified, the level may now look unsymmetrical.


Could you try storing the desired send distances to an array in LevelSetup?
EG you could create an array called SendDistanceStored[n] where n refers to the ID of each asteroid.
Then, at the beginning of LevelLogic(), set all the send distances a second time like this: GetAsteroid(n).SendDistance = SendDistanceStored[n]
That should correct the send distance problems. :>

annikk.exe

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Re: What are you working on? :D
« Reply #614 on: February 03, 2012, 10:51:45 PM »
This code is probably responsible for your occasional Stack Overflow problems:


Code: [Select]
function mapcreation()

for x = 1,TotalRoidCount do
AstMap[1][x] = math.random(MaxRoidRadius * 1.5,MapSize)
AstMap[2][x] = math.random(MaxRoidRadius * 1.5,MapSize)
AstMap[3][x] = math.random(MinRoidRadius,MaxRoidRadius)
q = q + 1
z = x
if x > 1 then
for y = 1,z-1 do
if math.abs(AstMap[1][z] - AstMap[1][y]) <= (AstMap[3][z] + AstMap[3][y]) * 2 then

if math.abs(AstMap[2][z] - AstMap[2][y]) <= (AstMap[3][z] + AstMap[3][y]) * 2 then
--x = x - 1
overlap = true
end
end
end
end

end

if overlap == true then
overlap = false
mapcreation()
end

end

You call MapCreation() from inside itself.  This has the potential to create an infinite loop, resulting in a Stack Overflow.

If you instead test the following:

if overlap == true and counter < 50 then

Where counter is initialised with the value 0 prior to calling the function, and then if overlap is equal to true then it increments the counter by one, and then calls the function again.

This means that the code will get a maximum of 50 attempts to do what it wants to do.  If it hasn't managed after 50 attempts, it will abandon the attempt and proceed instead of overflowing.

Pilchard123

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Re: What are you working on? :D
« Reply #615 on: February 04, 2012, 01:53:09 AM »
Yay, stack overflow! Don't you just looooooooove them?

Lost Seedling

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Re: What are you working on? :D
« Reply #616 on: February 04, 2012, 04:54:45 AM »
I'm trying to absorb all this and have to do some studying...will respond at length as soon as brain reboots......(Synaptic Stack Overflow).

Aino

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Re: What are you working on? :D
« Reply #617 on: February 04, 2012, 05:03:14 AM »
Recursion is the best thing evar! :P

It needs a breaking point though :/

annikk.exe

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Re: What are you working on? :D
« Reply #618 on: February 04, 2012, 04:45:41 PM »
My posts were written in a huge rush and probably not all that clear.  Let me know if you want more explanations on anything :>

Lost Seedling

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Re: What are you working on? :D
« Reply #619 on: February 04, 2012, 07:33:22 PM »
Quite clear ...and helpful. Still trying to figure some things out. I may have bitten off more than my rusty math education can chew. I haven't needed to use Trigonometry since college, aside from what I've done here the last few months. I've managed to overcome my Stack Overflow problem, but haven't tackled the Send Distance problem yet. Will look at that this weekend maybe.

 If I can get a handle on Aino's math, I might be able to adapt it to my vision. However, there is a bigger problem looming yet, as demonstrated by the attached screenshot of a 3-AI battlefield using Aino's Trig method. You can see what it is. That is not the half of it, either. I've got a lot of work to do.

If I can make some progress worthy of bothering anyone I'll be back...

Aino

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Re: What are you working on? :D
« Reply #620 on: February 04, 2012, 09:29:51 PM »
If you have any question about the Trigonometry or how to use it, ask :P

You can google around too, but I'll be here answering :)

Lost Seedling

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Re: What are you working on? :D
« Reply #621 on: February 06, 2012, 04:29:15 PM »
Here, I've changed it from random coords to trigonometry(meaning no collision detection needed) :)


I really liked this method of creating the asteroid field without having to check for overlaps. You had quite a few things in there that were new to me, like using periods and semicolons, your array setup, and even putting commands on separate lines (I never knew I could do that!). So it took me a while just to figure out what was going on with those little things. But- there was something about the end result that I didn't like.

Before I get into that, let me expand a bit further on what I wanted in this map and some of the problems I’ve encountered.

A randomized map for two AI opponents would be very simple to create, but I want the map to be expandable to accommodate any number of AI factions. In order to maintain perfect symmetry for the purpose of maximizing fairness, a circle-based battlefield becomes necessary for three or more opponents. This method gives each faction the same starting point relative to asteroid availability. Once the starting factions exceed three, however, placement of starting asteroids relative to stronger/weaker opponents creates an unavoidable bias. This cannot be avoided in a 2-dimensional arena, but this problem is minimized by utilizing a circle-based starting grid.

How to design the map?

I figured the easiest way (for my level of math and programming skill) was to divide a circle by the number of opponents, fill out one portion with an asteroid field, and then copy it repeatedly. This would give each faction the most even playing field possible. (I can think of a better way to do this but just don’t know how).
 
Consider the arena layouts below:









As you can see, the more opponents, the narrower the space becomes for each opponent to “own”. This creates several problems.

If asteroids spawn too close to the center, they will overlap.



If asteroids spawn too close to the edge of  “their” boundaries at the same distance from the center, they will overlap.





What about asteroids of different sizes? The AI opponents may or may not care about the radius of an asteroid since the size is not always indicative of an asteroid’s strength, but for aesthetic purposes I wanted to have various diameters on the map. This creates another variable to consider. Assuming a large asteroid spawns close to the map center or an edge, care must be taken that it does not overlap another faction’s identical asteroid. So, the largest potential asteroid size must be taken into account during the map-seeding process.




As this picture shows, the larger the asteroid, the farther from the map center it can be allowed to spawn.

I also want the number of asteroids to be adjustable. This requires the overall size of the map to be automatically adjusted so that the asteroids do not become too dense or too spread out.

Another design problem entailed connections between side-by-side factions. Ideally, side-by-side sections are connected at several points, not just at the center. It would be extremely simple to create a wheel-spoke-like map where all the asteroids are lined up in a row, meeting at the center. This would not be aesthetically pleasing in my opinion.

So back to your Trigonometry version, Aino. Despite fiddling with the code, I could not wrangle the asteroids sufficiently to create a more dense and random-looking asteroid field. Plus, as I added more asteroids, the field became larger in diameter, but continued in it’s snake-like form. If I could figure out how to control it better, it may turn out to be my only solution, since it does not require an overlap-check.  


Could you try storing the desired send distances to an array in LevelSetup?
EG you could create an array called SendDistanceStored[n] where n refers to the ID of each asteroid.
Then, at the beginning of LevelLogic(), set all the send distances a second time like this: GetAsteroid(n).SendDistance = SendDistanceStored[n]
That should correct the send distance problems. :>

I’m not sure how I could do that. How would I know what send-distances are necessary before the map is randomly-seeded? I’ve been desperately looking at collapsoul’s Web map for some clues or guidance in creating a "preview" map but his techniques are WAAAAY over my head. Waaaaaaaaaaaay waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay over!


You call MapCreation() from inside itself.  This has the potential to create an infinite loop, resulting in a Stack Overflow.

If you instead test the following:

if overlap == true and counter < 50 then

Where counter is initialised with the value 0 prior to calling the function, and then if overlap is equal to true then it increments the counter by one, and then calls the function again.

This means that the code will get a maximum of 50 attempts to do what it wants to do.  If it hasn't managed after 50 attempts, it will abandon the attempt and proceed instead of overflowing.

Yes, I was aware of that problem, but your solution seems unsatisfactory in that abandoning the attempt is not an option. By utilizing another method of repeating only the offending asteroid’s placement rather than the entire map, I was able to achieve a successful seeding in very few extra iterations. Unfortunately, that method later proved unworkable in the real world of asteroid creation (vs. Sprites), and ultimately doomed this entire project, I fear. (see the attached map)

So I experimented a bit in trying to tweak the asteroid field creation to accommodate the above-mentioned criteria. If interested, you can view one interim experiment in the  first map attached below.

I eventually got close enough to my desired intention that I tried to actually seed a map with actual asteroids. This was where I found out that my methods to this point were not going to work, and am now, I think, forced to put this project into the trash-heap of failed attempts (a growing pile!).

Perhaps I’ll finish this with a much more modest goal of a symmetrical, adjustable, 2-AI arena- something I’m sure I can complete. Or, I could just add a generated code printout for pasting into another map. Let me know if you think it would be worth it.

Attached second is my last non-functional map without attempting to create an actual asteroid field. Use it for visual entertainment purposes only. Just left-click to rotate to a new random layout. Some of the shapes get interesting! (Note- both maps are left-clickable) (Oops- attached wrong map before. Download the new one)
« Last Edit: February 07, 2012, 07:39:39 AM by Lost Seedling »

Aino

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Re: What are you working on? :D
« Reply #622 on: February 06, 2012, 09:32:23 PM »
The reason why it's snake shaped is because it goes outwards all the time. I made it add some distance for each asteroid so that they wouldn't touch at all.

Also, you can solve the "outside bounds" asteroid creation by taking away a small fraction from the angle.
Easiest way for me to explain is by showing the code:
AstMap[0]
  • .Angle = math.pi/4 + (math.random()*2-1)*(math.pi/5)[/b]

    Also, hope you know that PI*2 = 360 degrees, and that you're calculating angles with radians.

    Hope that explains it. If I didn't cover what you needed, tell me :)

Lost Seedling

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Re: What are you working on? :D
« Reply #623 on: February 07, 2012, 01:49:54 AM »
The reason why it's snake shaped is because it goes outwards all the time. I made it add some distance for each asteroid so that they wouldn't touch at all.

Yes, that's what I'm talking about and the point I was making. The very thing that allows it to avoid collision detection prevents me from creating the shape and density that I want. So it's forced outward as the number of asteroids is increased.

Also, you can solve the "outside bounds" asteroid creation by taking away a small fraction from the angle.
Easiest way for me to explain is by showing the code:
AstMap[0]
  • .Angle = math.pi/4 + (math.random()*2-1)*(math.pi/5)[/b]
Yes. That's what I was pointing out as one of the difficulties. If I don't take away enough of the angle, they will be out-of-bounds. Take away too much, and connections between adjoining sections becomes less likely as it moves outward, and the only contact is at the center and the field takes on a wheel-spoke appearance. This is further complicated by the variation in Roid sizes- the larger the potential roid, the greater the fraction you must account for. By using a random-seed, it allows asteroids to occupy the same diameter-ring resulting in a more dense and natural-looking field (at the cost of potential collisions at the boundaries). I think these calculations could be fairly well optimized given time.

Also, hope you know that PI*2 = 360 degrees, and that you're calculating angles with radians.

Hope that explains it. If I didn't cover what you needed, tell me :)

It doesn't matter to me really whether I use radians or degrees at this point as long as it works, or should it?

Thanks for your help.

annikk.exe

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Re: What are you working on? :D
« Reply #624 on: May 24, 2012, 08:17:15 PM »
I'm working on a 3D engine. :>

It doesn't work yet, but it's getting close.

Currently the problem I have is that, although pseudovertices render in the correct places, there are also additional pseudovertices that appear in erroneous positions.

I need to work out why these extra pseudovertices are being created before I can finish the engine.

annikk.exe

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Re: What are you working on? :D
« Reply #625 on: May 27, 2012, 09:57:00 PM »
I'm tired.  No coding today.

Tomfloria

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Re: What are you working on? :D
« Reply #626 on: May 27, 2012, 10:47:25 PM »
Aww poor baby :P haha

annikk.exe

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Re: What are you working on? :D
« Reply #627 on: June 01, 2012, 07:45:38 PM »

Aino

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Re: What are you working on? :D
« Reply #628 on: June 01, 2012, 09:05:11 PM »
Not much work do be doing now, eh? :P

Tomfloria

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Re: What are you working on? :D
« Reply #629 on: June 01, 2012, 09:09:31 PM »
That cat looks exactly like mine, except younger haha

Bonobo

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Re: What are you working on? :D
« Reply #630 on: June 03, 2012, 04:16:15 AM »
I guess that’s some special design on the mousepad, but my first thought was that your cat sniffed a few lines curves of catnip ;D

Pilchard123

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Re: What are you working on? :D
« Reply #631 on: June 03, 2012, 04:54:10 AM »
Yea, it looks like a Razer mouse pad.

Aino

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Re: What are you working on? :D
« Reply #632 on: September 18, 2012, 05:47:26 AM »
Working on something familiar, but I'm polishing a past work, or y polishing I mean redoing it...

It's good to be back guys :D

AWS

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Re: What are you working on? :D
« Reply #633 on: November 13, 2012, 10:42:50 AM »
i'm working on..

...returning to the game and forums.

good to see some familiar faces after all this time. where's annikk got to, anyone know?

how is everybody?  ;D

AWS

Pilchard123

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Re: What are you working on? :D
« Reply #634 on: November 13, 2012, 04:08:34 PM »
No idea, but he checks in every one and then. Nice to see people back!

Aino

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Re: What are you working on? :D
« Reply #635 on: March 10, 2014, 12:03:32 AM »
For some reason, the new AI I'm developing stopped doing things once it reached 4k seedlings... It's like it knows it has won :o

Lost Seedling

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Re: What are you working on? :D
« Reply #636 on: March 10, 2014, 03:23:37 AM »
What do you expect it to do- start an invasion of Skyrim?  Is this for the new game or the Classic version? Does anyone know yet if classic stuff will be easily adapted into the new game? Will EVE be ready for modders when the new version is released?


Aino

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Re: What are you working on? :D
« Reply #637 on: March 10, 2014, 05:48:00 AM »
What do you expect it to do- start an invasion of Skyrim?  Is this for the new game or the Classic version? Does anyone know yet if classic stuff will be easily adapted into the new game? Will EVE be ready for modders when the new version is released?

I expect it to beat Infected AI and currently it's for he classic game, but it's really simple to convert from the classic game to the new one.

And about EVE: It's very complete, most basic functions are there, there's just the boring thing of adding in all the globals, but I haven't touched the project in a huge while...

Pilchard123

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Re: What are you working on? :D
« Reply #638 on: March 10, 2014, 06:58:58 AM »
4k is a limit to something to do with seedling creation. Possibly a per-empire cap, and I think it can be changed.

Aino

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Re: What are you working on? :D
« Reply #639 on: March 11, 2014, 02:57:04 AM »
Yep, this is the most advanced AI I've every created at least... I'm going to test it against Infected now, and see if this still unfinished AI beats it :)

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Re: What are you working on? :D
« Reply #640 on: March 11, 2014, 08:35:24 PM »
On a completely symmetrical map, the new AI wins every round, it has won 3 out of 3 on a huge map, and 3 out of 3 on a small map. I'm not even finished with this AI...

Aino

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Re: What are you working on? :D
« Reply #641 on: March 11, 2014, 09:33:56 PM »
Now I tried it on the Mutant AI... Lost Seedlings, can it see past what the game should allow it to? Like Infected? I noticed some very complex behavior, but it would only have known where to expand if it really saw the entire map, so I'm just wondering if it can see more than it really should?

I've just tried them against each other once, but your AI seems to be so ruthless and abusive it eventually just lost it's seedlings and my AI won...

Lost Seedling

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Re: What are you working on? :D
« Reply #642 on: March 12, 2014, 01:21:44 PM »
Are you using the original Mutant AI that I published or the version inside the "Prisoners" map? The original Mutant AI was only supposed to "assist" the human player and not really meant to be a competitive stand-alone AI, although it could compete very well by itself under certain conditions. The newer AI inside the "Prisoners" map has been "defanged", or crippled. I don't want it to "win" but merely test the player's ability to use their resources smartly and make it enjoyable for the player.

The answer to your question in either case is this: The only "advantage" I've given Mutant AI is the ability to examine a Mutant-owned asteroid's neighbors without actually sending a seedling to "reveal" it, as Merchant does. Beyond that, it has no idea of anything that lies beyond its own borders.

I was very close to releasing a new, updated version of Mutant AI until I got side-tracked creating "The Prisoners" and "A Day in the Life". I warn you, though, that it was beating Infected quite handily and Merchant most of the time. Of course, I had the advantage of being able to tailor the AI logic to defeat the very specific behaviors of Infected and Merchant. This was very difficult, though, as the two AI's are quite different in their approaches. Merchant is light, fast, and extremely aggressive whereas Infected is slow, methodical, but extremely committed in its attacks. Merchant's downfall is the way it spreads its forces too thinly, and Infected's weakness is its predictability and ponderous reactions in moving its forces.

So I was debating whether to polish and release "Mutant II", or whatever I'll call it, as a "classic" AI or wait for the new game and release it then, if at all. After it repeatedly and convincingly beat the heavily lopsided "Infected Empire Epic Edition" map against Annikk's original AI engine (something I was never able to do playing as a human without a little cheating!) I felt that I had accomplished what I set out to do and was ready to take a break from programming. As Bonobo can attest, spending too much time at the computer can be hazardous to your health.

If you come up with a new AI, Annikk comes up with a new AI, and Pilchard ever gets around to developing HIS mythical AI, I would be forced to finish my new AI as well. Frankly, though, I am exhausted from these last two projects, so need to take a break before finishing Mutant II.

If you like, I could give you a copy of an early version that I used in testing with the "Star" map and you can play with it with the understanding that it is a developmental version. It might give your new AI some tasty food to chew on!

 

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Re: What are you working on? :D
« Reply #643 on: March 13, 2014, 12:16:47 AM »
1. Are you using the original Mutant AI that I published or the version inside the "Prisoners" map? The original Mutant AI was only supposed to "assist" the human player and not really meant to be a competitive stand-alone AI, although it could compete very well by itself under certain conditions. The newer AI inside the "Prisoners" map has been "defanged", or crippled. I don't want it to "win" but merely test the player's ability to use their resources smartly and make it enjoyable for the player.

2. The answer to your question in either case is this: The only "advantage" I've given Mutant AI is the ability to examine a Mutant-owned asteroid's neighbors without actually sending a seedling to "reveal" it, as Merchant does. Beyond that, it has no idea of anything that lies beyond its own borders.

3. I was very close to releasing a new, updated version of Mutant AI until I got side-tracked creating "The Prisoners" and "A Day in the Life". I warn you, though, that it was beating Infected quite handily and Merchant most of the time. Of course, I had the advantage of being able to tailor the AI logic to defeat the very specific behaviors of Infected and Merchant. This was very difficult, though, as the two AI's are quite different in their approaches. Merchant is light, fast, and extremely aggressive whereas Infected is slow, methodical, but extremely committed in its attacks. Merchant's downfall is the way it spreads its forces too thinly, and Infected's weakness is its predictability and ponderous reactions in moving its forces.

So I was debating whether to polish and release "Mutant II", or whatever I'll call it, as a "classic" AI or wait for the new game and release it then, if at all. After it repeatedly and convincingly beat the heavily lopsided "Infected Empire Epic Edition" map against Annikk's original AI engine (something I was never able to do playing as a human without a little cheating!) I felt that I had accomplished what I set out to do and was ready to take a break from programming. As Bonobo can attest, spending too much time at the computer can be hazardous to your health.

4. If you come up with a new AI, Annikk comes up with a new AI, and Pilchard ever gets around to developing HIS mythical AI, I would be forced to finish my new AI as well. Frankly, though, I am exhausted from these last two projects, so need to take a break before finishing Mutant II.

5. If you like, I could give you a copy of an early version that I used in testing with the "Star" map and you can play with it with the understanding that it is a developmental version. It might give your new AI some tasty food to chew on!

1. I'm using the one you published. I figured I'd continue using it if it's stronger than the one in the "Prisoners" map.

2. Well, then you managed it very well. I haven't gotten the chance to see how it behaves. It actually scans it neighbours before even thinking about planting more than 1 tree, that's nice! :)

3. I can see why it defeats them so handily. It uses the flaw that they got, but it only works if there are more than one exposed asteroid. I've been examining it, and figured out ways to handle the aggression. It's weird to see it just not caring at all if you attack them. Your AI is the most ruthless there is on the forum, I don't know if that's a good thing(poor seedlings)...

4. Annikk did talk to me about creating a new AI, when he was here last time...

5. Is the new version any stronger than the one you published? :)

Lost Seedling

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Re: What are you working on? :D
« Reply #644 on: March 13, 2014, 01:19:26 AM »
1. I'm using the one you published. I figured I'd continue using it if it's stronger than the one in the "Prisoners" map.

The one in the "Prisoners" map is far more advanced than the published AI, but like I said it has been modified to "lose", or at least not try too hard, in order to give the human player a more interesting experience. In a normal map the goal is to conquer all the asteroids- not so in "The Prisoners".

2. Well, then you managed it very well. I haven't gotten the chance to see how it behaves. It actually scans it neighbours before even thinking about planting more than 1 tree, that's nice!

I've spent many, many hours of observing simulations and figuring out ways to make it "smarter".

3. I can see why it defeats them so handily. It uses the flaw that they got, but it only works if there are more than one exposed asteroid. I've been examining it, and figured out ways to handle the aggression. It's weird to see it just not caring at all if you attack them. Your AI is the most ruthless there is on the forum, I don't know if that's a good thing(poor seedlings)...

Yes, I figured out defensive measures were often not worth the seedling expenditure. Trying to hold onto a worthless asteroid when a meatier target was ripe for the picking seemed a waste of resources. But this tactic proved a disaster if the enemy was allowed to infiltrate behind my "front" too forcefully. The real downfall, however, was in the expansion algorithm during early game play before combat began. I figured the best tactic was to choose the strongest asteroids first, but it turned out that it was spending too much time traveling between asteroids and not enough time building trees. So those two problems were just a few of the things I had to correct in order to create a truly competitive AI.

5. Is the new version any stronger than the one you published?

There really is no comparison between the two. Like I said, the published version wasn't really intended to be a full-fledged, stand-alone AI. It was mostly an "Assistant" to the human player as part of the "AI Assist" suite. I figured it did well enough, however, to release it by itself. I always knew I would eventually create an AI to compete with the existing AI's, and rather than start from scratch, decided to improve upon what I had begun with the Mutant AI. My new version, even at it's present stage of development, is beating the other AI's rather severely in all of the map configurations I've tried. So yes, the new version is much, much stronger than the original. I still have a number of areas I'm working on, though, and once completed it will be a very formidable opponent (I hope!).

Looking into the future, I'd like to eventually create an AI capable of controlling multiple factions, but right now because of Mutant's roots as a dedicated assistant to the human player, it must be assigned only one Empire at a time. I'm sure I could modify a few things to give it that capability, but the time investment hardly seems worth it.
« Last Edit: March 13, 2014, 02:15:15 AM by Lost Seedling »

Aino

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Re: What are you working on? :D
« Reply #645 on: March 14, 2014, 04:55:55 AM »
If the new AI you're creating is ready to face off against another AI, you can send it to me and I'll check it out :)

Also, I like how the AI simply just finishes STAR without any problems. It just decided to annihilate the other AIs and take over... Now it's time to truly finish it and release it I guess :)

Lost Seedling

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Re: What are you working on? :D
« Reply #646 on: March 14, 2014, 05:36:52 AM »
Aino, I can send you an early version that is far from complete but perfectly capable of winning the Star map as well if you'd like to play with it. Sent you a PM.

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Re: What are you working on? :D
« Reply #647 on: May 01, 2015, 04:20:00 AM »
You have probably seen a lot of this from Annikk when he's been around... It's a 3D rendering system...

I was once baffled by rendering 3D by making the 3D rendering code myself. That concept of being able to render points, lines and polygons with some equations I write with my own keyboard was just out of this world. Some might just shrug when hearing the amazement in my voice, while others just simply don't understand. In my mind I had built up 3D rendering to be this super complex thing. 3D is a complex thing indeed, but there are cases where you don't need any hardware acceleration or complex shader codes to do the 3D rendering. In most cases you use 4x4 matrixes to simplify the process of converting from 3D world coordinates to 2D screen coordinates, but here I simply use a few functions...

The code itself isn't hard to grasp. I don't really comment my code and that may make it a bit more difficult to understand. I just want to share this Eufloria map with a simple 3D cube floating above an asteroid, and maybe this CAN become more in the future?
« Last Edit: May 01, 2015, 04:48:26 AM by Aino »

sillytuna

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Re: What are you working on? :D
« Reply #648 on: May 01, 2015, 10:56:34 PM »
Heh, back in the old says of the 80s we had to do that in 8 or 16-bit assembler. We'd precalculate a 256 0r 512 entry fixed point quadrant sine table extrapolate the other quadrants and cosine. Had to do something similar when needing tan or sqr.

No floating point, so all fixed point calcs. At least 16 bit cpus had mul and div, on the BBC and Gameboy (where I did 8-bit asm) there was no such luck.

The basic calculations for a rotation about an axis are very simple. In 2d a rotation around the (non existent) z axis are something like x' = CosX + SinY; y' = CosY - SinX. I've almost certainly got the signs wrong but you can correct them by doing a quick calc on paper ;) You can extrapolate the above to 3d easily.

More fun was doing image rotation based on pixel stepping. Starting at the top left of the screen, you calculated the initial rotation and then delta values in order to know the rotation the next pixel along. That way you could do all kinds of funky calculations for almost no effort. I used that technique to write the track renderer in XTreme Racing because the Amiga didn't have hardware rotation.

As an aside, that code will almost work within the new code base for Eufloria projects. Think we'll be putting a free version out for modders to play around with in a couple of months or so.



Lost Seedling

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Re: What are you working on? :D
« Reply #649 on: May 07, 2015, 12:28:56 PM »
Aino, the 3D cubes you and Annikk have created are fun to play with, but I can't see them adding widespread value to Eufloria gameplay as constructed. However, I can see a LOT of possibilities if the objects were rendered in LevelDraw and rotated in conjunction with asteroid-plane scrolling. This would allow a map-maker to construct 3-dimensional playing fields similar to a game board with 3D objects, for example, or something similar to The Prisoners map graphics. Can you adjust the rotation so that one face is "fixed" to the asteroid plane?

I can also envision a 3D version of the Eufloria Arts Project allowing a map-maker to easily construct complex 3D polygons for map designs or illustrations. That would open up a lot of creative possibilities for entertaining eye-candy.

Bonobo

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Re: What are you working on? :D
« Reply #650 on: May 07, 2015, 09:16:24 PM »
Awesome to see that you folks are still here … and I dearly hope to see some more up-to-date “euflorious” stuff from youse.

Aino

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Re: What are you working on? :D
« Reply #651 on: May 08, 2015, 12:57:06 AM »
Aino, the 3D cubes you and Annikk have created are fun to play with, but I can't see them adding widespread value to Eufloria gameplay as constructed. However, I can see a LOT of possibilities if the objects were rendered in LevelDraw and rotated in conjunction with asteroid-plane scrolling. This would allow a map-maker to construct 3-dimensional playing fields similar to a game board with 3D objects, for example, or something similar to The Prisoners map graphics. Can you adjust the rotation so that one face is "fixed" to the asteroid plane?

I can also envision a 3D version of the Eufloria Arts Project allowing a map-maker to easily construct complex 3D polygons for map designs or illustrations. That would open up a lot of creative possibilities for entertaining eye-candy.

I believe all you need to do is change "ScreenDraw()" with "LevelDraw()". I can release a version which allows all of these things on the playing field rather than the HUD :)

I have already created more things with this 3D rendering method, like a moving background of stars(3 points for originality!), but this is not a flat plane of stars like Annikk's starfield, rather a sphere with a thick outer layer of stars, and the sphere rotates around the camera. The downside is the cost of comparing distances vs asteroids :(

And one more thing, polygons is likely not going to exist in Eufloria (atleast solid ones), sadly the functions we have now makes it impossible to render polygons, unless you fill every single pixel with colored rectangles(very slow!)
« Last Edit: May 08, 2015, 01:27:02 AM by Aino »

Lost Seedling

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Re: What are you working on? :D
« Reply #652 on: May 08, 2015, 01:59:14 AM »

I believe all you need to do is change "ScreenDraw()" with "LevelDraw()". I can release a version which allows all of these things on the playing field rather than the HUD :)

I have already created more things with this 3D rendering method, like a moving background of stars(3 points for originality!), but this is not a flat plane of stars like Annikk's starfield, rather a "sphere" with a thick outer layer of stars, and the sphere rotates around the camera. The downside is the cost of comparing distances vs asteroids :(

And one more thing, polygons is likely not going to exist in Eufloria (atleast solid ones), sadly the functions we have now makes it impossible to render polygons, unless you fill every single pixel with colored rectangles(very slow!)

Yes, I've tried playing around with the code and LevelDraw() works fine, but I don't know how to control the rotation in the desired manner. And yes, I realize "solid" polygons are not likely, but I'm referring to "transparent" ones if that is the correct terminology. Although, if Annikk had been able to perfect his attempts to "hide" the hidden edges during rotation that would have been an adequate alternative.

I'm looking forward to seeing if your other version works as adverstised. (Feel free to add a few comments in the code to point dummies like me in the right direction for future modifications.) ;)

Lost Seedling

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Re: What are you working on? :D
« Reply #653 on: May 08, 2015, 02:42:23 AM »
Awesome to see that you folks are still here … and I dearly hope to see some more up-to-date “euflorious” stuff from youse.

Speaking for myself, I anxiously check the Euflorium every day in my own hopes of seeing some new content. I fully understand Aino's above reference to "amazement" and the "out of this world" pleasure he derives from the process of turning an idea into digital reality via careful and precise mathematical figuring. Unfortunately, as you and Pilchard123 have noted in the past, "real life" interferes with the time I can devote to such pleasure. Although I have numerous ideas on cool new maps and content, I'm afraid my math and coding skills are far too poor to make them a reality in a reasonable time I can devote to such efforts. I "know" they can be done but I'm just too inefficient at the coding process to do it. So, I'm afraid it's unlikely you'll see anything substantial from me in the foreseeable future.

That being said, I do run Eufloria AI war simulations nearly every day, and it kills me to know Aino has a new super-formidable AI but won't unleash it.

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Re: What are you working on? :D
« Reply #654 on: May 08, 2015, 03:36:24 AM »
For you lovely regulars, all of us working on Eufloria in various ways are doing it as one of a number of game and non-game projects so things take longer than we'd like.

Rudolf has no less than 3 games in the works!!!

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Re: What are you working on? :D
« Reply #655 on: May 08, 2015, 04:45:07 AM »
Speaking for myself, I anxiously check the Euflorium every day in my own hopes of seeing some new content. I fully understand Aino's above reference to "amazement" and the "out of this world" pleasure he derives from the process of turning an idea into digital reality via careful and precise mathematical figuring. Unfortunately, as you and Pilchard123 have noted in the past, "real life" interferes with the time I can devote to such pleasure. Although I have numerous ideas on cool new maps and content, I'm afraid my math and coding skills are far too poor to make them a reality in a reasonable time I can devote to such efforts. I "know" they can be done but I'm just too inefficient at the coding process to do it. So, I'm afraid it's unlikely you'll see anything substantial from me in the foreseeable future.

That being said, I do run Eufloria AI war simulations nearly every day, and it kills me to know Aino has a new super-formidable AI but won't unleash it.

Why now PM me some of your cool ideas, I'd love to work on some projects, and I currently have the time to spare. I'll need to rewrite the AI, sadly I had to wipe my Hard Drive and lost everything on it, including all my coding projects :(

The 3D thing would be an easy issue to fix (the pseudo vertices). I do believe Annikk, with the help of some programming friends, found the solution to his 3D problems. I think, after extensive math at school and a lot of recapping before exams, I have an idea on how to solve it too. I guess the problem when Annikk did it was I lacked 3D programming experience :o

Lost Seedling

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Re: What are you working on? :D
« Reply #656 on: May 08, 2015, 06:18:45 AM »

Why now PM me some of your cool ideas, I'd love to work on some projects, and I currently have the time to spare. I'll need to rewrite the AI, sadly I had to wipe my Hard Drive and lost everything on it, including all my coding projects :(

The 3D thing would be an easy issue to fix (the pseudo vertices). I do believe Annikk, with the help of some programming friends, found the solution to his 3D problems. I think, after extensive math at school and a lot of recapping before exams, I have an idea on how to solve it too. I guess the problem when Annikk did it was I lacked 3D programming experience :o

You've got to be kidding!! You didn't have a back-up? That's crazy! How is that even possible? I value my time and effort way too much not to have multiple back-ups! I'm sorry for your losses!

Okay, I will try to PM you in the next few days. I'm terribly busy right now but will try to find some of my old files (I've backed up) to send you. They will help describe my ideas.

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Re: What are you working on? :D
« Reply #657 on: May 08, 2015, 06:24:15 AM »
You've got to be kidding!! You didn't have a back-up? That's crazy! How is that even possible? I value my time and effort way too much not to have multiple back-ups! I'm sorry for your losses!

Okay, I will try to PM you in the next few days. I'm terribly busy right now but will try to find some of my old files (I've backed up) to send you. They will help describe my ideas.

I'm not really mad about it. This means I get a new chance at doing the AI, and doing it with a fresh begining. I still have all the experience, even more than last time I made the AI, and this means I might be able to make it even better :)

If you could send the files/ideas during or before saturday, that'd be great. I don't think I'll have that much time after the weekend, I've got a lot of exams coming up and I'll be busier than ever :)

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Re: What are you working on? :D
« Reply #658 on: May 09, 2015, 09:25:02 AM »
Ok, I've been sitting in front of the computer coding for some hours now... I've managed to get a nice culling effect! It's far from perfect, it flickers a little, because... it can?

This is currently exploiting the pre drawing, but post projecting gap. In this gap, we have the 2d screen coordinates for all the points, which means also all the faces and lines too(since they need points). Here I made it go through each line and check for collision with edges of faces. If there is a collision, create a pseudo verticle at that point, then after checking each face(very poor performance for huge models!) it orders the pseudovertices according to how close they are to the original point(which in the code is often referred to as "a").

I'll have to turn it into a  3D check though, just exploiting this 2D mode to check if it's possible during this mode :)

Sorry, this lua file has close to zero comments, as I keep most of my plans, diagrams and ...comments?... inside of my head...

Lost Seedling

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Re: What are you working on? :D
« Reply #659 on: May 09, 2015, 05:53:13 PM »
Wow! That's incredible. I'm not sure, but I think that is what Annikk was trying to create. I wish he was around to see it. Remember his incredibly ambitious idea to create a program for constructing such objects? After seeing this, I almost believe he could have done it. Will this work for more than one cube, where one is eclipsing the other?

http://www.euflorium.com/index.php?topic=1494.msg12327#msg12327



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Re: What are you working on? :D
« Reply #660 on: August 15, 2015, 05:17:41 AM »
Annikk's tutorials doesn't work anymore :(
The pictures are unavailable, at least to me...

What to do?

Lost Seedling

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Re: What are you working on? :D
« Reply #661 on: August 17, 2015, 04:54:27 AM »
It's been that way for some time now. Fortunately the pictures were not that important. Aino, YOU certainly don't need those guides anymore!

I've been working on a new map and have a question for you though:

In reference to the CameraZoom functions, Alex wrote:

Quote
GetCameraZoom() float Gets the camera zoom - warning this value is different from the value passed in from SetCameraZoom for arcane and ridiculous reasons... the formula is (0.05f + ((float)(Zoom * Zoom * Math.Sign(Zoom)) / 10)) where Zoom is the value you passed in

http://www.euflorium.com/index.php?topic=212.msg1862#msg1862

Can you explain that gobbledygook? I'd like to know if I say "GetCameraZoom()" and the value returned is 12.345, then how do I calculate what value to enter into "SetCameraZoom()" in order to achieve the same zoom factor? In some of your maps you converted the desired map-dimensions into a Zoom scale in order to show the whole map, but I want to convert the GetCameraZoom value directly into a SetCameraZoom value. I've had no luck deciphering Alex's explanation.

Aino

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Re: What are you working on? :D
« Reply #662 on: August 17, 2015, 06:35:27 AM »
It's not about me needing the tutorials, it's for people who want to make their own maps :)

As for the formula: (0.05f + ((float)(Zoom * Zoom * Math.Sign(Zoom)) / 10))
Let's say you paste in the value 12.345 into the SetCameraZoom() function, then the output from GetCameraZoom() would be (0.05 + (12.345 * 12.345 * 1) / 10), which is 15.28...

Then you just "simply" reverse the formula, and voila you have the value you should put into SetCameraZoom() to get the value you want from GetCameraZoom() :)

The Math.Sign() takes the sign(minus or plus) from the number and you can use it to multiply so that you get that sign, in this case we are dealing with a squared number, which means you need to put the sign back in again somehow. The formula seems to be used in a logarithm of some sorts if you're dealing with negative numbers for a zoom value...

Hope I was of some help to you :)

Lost Seedling

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Re: What are you working on? :D
« Reply #663 on: August 17, 2015, 07:33:52 AM »
So the answer is SetCameraZoom(X) = math.sqrt((GetCameraZoom()-.05)*10).

That works perfectly and since I don't think you can have a negative value for zoom no sign conversion is necessary. I couldn't figure out what the "f", "float" and "Math.Sign" were or how they were determined or used. Thanks a lot!


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Re: What are you working on? :D
« Reply #664 on: August 17, 2015, 07:42:54 AM »
Float is one of the datatypes you can use for variables in most programming languages. Lua itself runs decimal numbers on floats or doubles. A float is a floating point decimal number, which simply mean it's a number with a comma. The "f"  is to make any number connected to it a float, while the (float) casts any number coming after it to a float. This is very useful, because floats are 32 bit, while doubles are 64 bit, which means you cut the memory space used in half by using floats :)

Glad you got the function sorted out, and maybe you'd like to start on some c# coding or perhaps Java, it seems you enjoy making all of these maps, why not try to make something of your own? :)

Lost Seedling

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Re: What are you working on? :D
« Reply #665 on: August 17, 2015, 08:22:51 AM »
Quote
...why not try to make something of your own?

Time- or lack of it, mostly. I do enjoy solving the puzzles of "how do I get this to do that?". But I've got so many other interests it could never be anything more than a side-activity as it is now. Also, after many decades of allowing my math skills to whither I'm afraid the learning curve at some point would be too great vs. the time I have to invest in it. At least with these Eufloria maps someone else might get some value out of my efforts! Speaking of which this last map will probably be the last I publish since you seem to be the only one left here!

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Re: What are you working on? :D
« Reply #666 on: August 18, 2015, 03:22:02 AM »
I’m still reading youse, ye awesome folks ;) but I can’t remember when the last time was that I launched the classical Eufloria … it was so much more fun back then, with all your wonderful maps, than with what we have now (sorry @ devs).

Greetings, Tom in Germany
who meanwhile has re-discovered the game of Go (aka Igo aka Baduk aka Weiqi)

Lost Seedling

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Re: What are you working on? :D
« Reply #667 on: August 19, 2015, 02:33:06 AM »
Quote
I can’t remember when the last time was that I launched the classical Eufloria...
And yet you keep leaving your goban to return here.

Quote
...than with what we have now...
Sorry, but I'm doing the best I can!

Bonobo

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Re: What are you working on? :D
« Reply #668 on: August 19, 2015, 09:23:20 AM »
Quote
I can’t remember when the last time was that I launched the classical Eufloria...
And yet you keep leaving your goban to return here.
Heh — so you know Go :) If you’re ever up for a slow correspondence game, ping me on OGS (link below), but Im not a strong player, perhaps 11 or 10 kyu.

I never left the forum, am just reading, (after all it had become a duty after somebody made me mod ;) )

Quote
Quote
...than with what we have now...
Sorry, but I'm doing the best I can!
Oh, nothing for you to be sorry — I thank you and the other folks some of my finest game experiences. It’s just that at some time I saw seedlings everywhere, and I realised I needed to do something different.

The fact that the latest incarnations of Eufloria didn't allow (such easy) modifications is what let this community die, I think. So we got some (admittedly nice) bling bling, but somehow … the soul is gone.

Greetz, Tom

Lost Seedling

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Re: What are you working on? :D
« Reply #669 on: August 24, 2015, 04:03:04 AM »
Actually I've never played the game but find it's complexity and reputed AI-resistance intriguing. I'm afraid I would not be a very interesting opponent for someone at your level.

I agree it was unfortunate subsequent versions of Eufloria "classic" were not "moddable". After completing my current project, I suppose I'll join the ranks of the rest of this former community and retire from the mod-publishing business, but wonder if I'll ever grow tired of watching those seedlings battle it out.

Lost Seedling

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Re: What are you working on? :D
« Reply #670 on: March 09, 2016, 05:10:38 PM »
Congratulations to AlphaGo! I'm interested in Tom's analysis of Game #1 and his prediction of the final outcome. Personally, I had no idea what was going on but am fascinated by the advancement of AI in this arena.

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Re: What are you working on? :D
« Reply #671 on: March 09, 2016, 11:45:55 PM »
Wow, Lost Seedling, nice that you remembered this :)

I cannot analyze this game b/c it’s waaaaay over my head, but my last prediction (before the game) was and still is that AlphaGo will win—not because I know anything about AI or Go, but because of my perception of the communication and scheduling of the DeepMind group.

It was an awesome night … almost 100k people watching on YouTube, millions on Asian TV … I have 70+ notifications on FB instead of the usual dozen …

Also, contrary to some others, I am not “frightened”—for me this was not human against machine, it was human against human-made algorithm. I don't (yet) see Skynet arising from this.

Two videos of the game with commentaries:
AGA channel, Myungwan Kim (9p) commenting, for higher-level players
DeepMind channel, Michael Redmond (9p) commenting, for an audience with little Go knowledge

Greetings, Tom

Lost Seedling

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Re: What are you working on? :D
« Reply #672 on: March 13, 2016, 03:59:24 AM »
Well that was over quickly!

One of the benefits of age is enjoying the memories of witnessing history as it happened. Regarding this milestone in computer development, it's pleasant to sit back and remember the inexorable march of computer technology culminating, on this day at least, in what may turn out to be an opening to a new horizon in technology's service to humankind.

Of course you're correct, Tom, that machines are not in competition with humans. I would like to know more, though, about the algorithms used by the programmers. If, some day, we are able to replicate the intuitive and creative aspects of human brains and combine it with the tirelessness and speed of silicon (or quantum) circuits, it could prove to be a fearful development if not chained by moral restraints.

Fascinating stuff.