Semi Programmable AI

bogieman987

Well-Known Member
Aug 13, 2014
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So this idea, would be more suitable much further down the line, if at all.

But anyways, I was thinking that it would be awesome if we could program the AI, not from scratch, mind you, no code or anything, at least on our end ;)

But something where we could link several smaller behaviors to form a complete routine.

For example it could go like this.

Harvest
[Range = 1km, Time = 5mins, Resource = Wood]
\/
Patrol
[Range = 250m, Time = 20mins, Engagement = Fire on Sight]

Global modifiers
[Repeat = Indefinitely]

So this routine would make the tank go and collect wood within a 1km radius from the base for 5 mins,
going to and from the base to drop off the wood if able.
Then it goes into patrol mode, going round the base in the best circle it can with a range maxing out at 250m, going around for 20 mins, and if it sees and enemy, fire as soon as it sees it, destroy it, and move on, carrying on with the patrol.

And with the global modifiers, the routine repeats forever, or at least until the tank is no longer able to.

This could perhaps be done in the UI in a kind of node editor.

This would add a huge level of customization and autonomy in the game.
 
Aug 13, 2014
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This could be the advanced AI module from the legion, as Kris meant that they are going to have it. And an UI is needed as not everyone is able to code. Well, I'm able to but as I would think even 10year olds want to play TerraTech...an UI is needed :)
 
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Debenvalley

Boxed Game Backer
Aug 14, 2014
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Something like a simple version of scratch programming with drag and drop blocks would be ideal and fit with the concept of the game. It's easy to use but more advanced programs can still be made with it.

For example, you could have a mining block with dropdown menu for the type of material to mine and an input for the duration and radius that it searches. This could then be attached to another programming block to form a long chain of commands without much effort.
 
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bogieman987

Well-Known Member
Aug 13, 2014
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Having this as part of the Legion's advanced AI module sounds like an awesome idea. I hope they consider something like this.
Plus, I don't really know of any games that let you do the same kind of thing.
 

IronSquid501

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Aug 18, 2014
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Even if programmable AI is too hard, I think various different types of pre-programmed AI modules would still suffice, with Legion having the widest range of them while some other corporations might have their own AI modules that function a little better in certain areas, eg: Hawkeye combat AI that patrols the area more effectively, GeoCorp AI's that each have different resource targets, Better Future flying AI's, etc.
Since you can put more than one AI core on a vehicle you might even be able to mix and match for awesome (or crazy) results!
 
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zanzistar

PAYLOAD STUDIOS
Aug 13, 2014
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Hey Ryan and everyone else :)

We don't specifically have plans for visual node based orders for the AI drones at the moment. However, our UI ordering systems for the drones will include more details to be specified for each behaviour type in the AI Modules for each corporation that have a 'plus' (+) behaviour type. See more about the AI Drones and the behavior types we have planned here:

http://terratechgame.com/terratech-dev-diary-commanding-an-ai-fleet/

So for something like the Legion modules you will be able to, for example, specify not only the basic 'Harvest' command, but you'll have an extra layer of detail which may be choosing which specific resources you want them to prioritise first.

Setting ranges will probably be done as a balanced default as players will inevitably want drones to take action in their immediate area first and then methodically work outwards from that point (the starting point can be set by leading a drone to a location then setting the order).

We have not specified details about behaviour modifiers, such as flee on sight of enemy or engage on sight of enemy, as our current intention is for players to construct a fleet of vehicles which are each individually designed to excel at specific behaviours (or jobs). So, harvesters and scavengers should be passive and flee, whilst guards and escorts are aggressive and engage, scouts are somewhere in between. Players will be challenged with building a balanced fleet that can support each other (guards protect the supply chain etc.).

That said, the above post is an initial proposal and depending on how it works when we get it running we may have something like behavioural modifiers when a player equips a drone with both a GeoCorp Harvest Module and a Hawkeye Guard module that could potentially make the harvester drone more aggressive when faced with enemies?

It's going to be an interesting part of the game and I'm looking forward to the possibilities.
 
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