This bug can be game breaking: Motion Prediction

Discuss the future of Warzone 2100 with us.
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aubergine
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Re: This bug can be game breaking: Motion Prediction

Post by aubergine »

Just a bit more rambling on the subject of neural nets...

I consider NNs to be just a more natural way to store data, rather than any specific branch of AI. So I take a somewhat different approach to them.

One of the things I was experimenting with in the past was an implementation of synapse myelination to alter the precedence of neural pathways. So, as gameplay changes, for example, I want to be able to effectively deposit mylin on the paths that turn out to be more effective, and remove myelin from the paths that are becoming less effective. Then, using a mixture of proxies, weak maps and deconstruction (perhaps with some array comprehension thrown in for good measure, despite the fact that it makes my brain hurt) I could create a programmatical construct that effectively and efficiently fires the neural circuit to return relevant data or take the most effective action for a given situation.

EDIT: Also, Javascript as a functional language with weak typing lends itself to development of genetic algorithms which is another area I want to investigate when Warzone's JS environment gets a bit more up-to-date.
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Re: This bug can be game breaking: Motion Prediction

Post by aubergine »

Anyway, getting back on to topic, I did some playtesting last night and I think camellia0x++ might have identified a regression in the motion prediction.

Specifcially, it looks like "search and destroy missiles" (and similar tech for other weapon lines) isn't working properly in Warzone 3.1 Beta 4.

I had missiles and arty raining down on my own buildings because it's where the enemy droids would have got to if my walls hadn't blocked their path.

In the past, search & destroy missiles would have done similar, but as they neared the ground they'd change their direction in flight to hit much closer to the enemy units. It seems that the "search and destroy" stuff isn't working in beta 4.
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Re: This bug can be game breaking: Motion Prediction

Post by dak180 »

aubergine wrote:In the past, search & destroy missiles would have done similar, but as they neared the ground they'd change their direction in flight to hit much closer to the enemy units. It seems that the "search and destroy" stuff isn't working in beta 4.
Sounds like a good candidate for a ticket; remember, no bug actually exists until and unless there is a ticket in the tracker which accurately describes it (and preferably how to reproduce it).
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aubergine
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Re: This bug can be game breaking: Motion Prediction

Post by aubergine »

I'll create a ticket - I wasn't sure it was a bug until last night when I noticed just how much the behaviour of missiles has changed.
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Lord Apocalypse
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Re: This bug can be game breaking: Motion Prediction

Post by Lord Apocalypse »

ummm doing a NN in JS/Qtscript?? oook not my first choice. Definitely not the same game (internally) i'm used to
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Re: This bug can be game breaking: Motion Prediction

Post by camellia0x++ »

I'd use golang for NN, imo. It's higher level than C and C++ but much faster than javascript at code execution (1.5 times slower than C vs 10 times slower). It's a good balance.

Example code (sorta, not going to test compile it):

Code: Select all

include(
 "fmt"
)
func main () int {
 x := make (chan int, 1)
 y := 4
 x <- y
 go func() {
  fmt.Println(<-x)
 }()
 x <- 3
 return
} 
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aubergine
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Re: This bug can be game breaking: Motion Prediction

Post by aubergine »

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camellia0x++
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Re: This bug can be game breaking: Motion Prediction

Post by camellia0x++ »

Does warzone use commonJS?
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aubergine
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Re: This bug can be game breaking: Motion Prediction

Post by aubergine »

No, but I imagine it could be easily made to work. Not sure why though.
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milo christiansen
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Re: This bug can be game breaking: Motion Prediction

Post by milo christiansen »

camellia0x++ wrote:I'd use golang for NN, imo. It's higher level than C and C++ but much faster than javascript at code execution (1.5 times slower than C vs 10 times slower). It's a good balance.
You forgot to mention that it compiles at light speed :wink:


Go learn a new language :P
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Re: This bug can be game breaking: Motion Prediction

Post by aubergine »

I doubt golang will make it in to Warzone any time soon, so I'l stick with JS for now ;)
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Emdek
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Re: This bug can be game breaking: Motion Prediction

Post by Emdek »

This is that Go baked by Google or the original one (I've heard that Google chosen already used name)?
Anyway, as I've stated in another topic, JS is not perfect but is good enough, and competition of browser vendors improves it (performance, like using JIT etc.). :-)
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milo christiansen
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Re: This bug can be game breaking: Motion Prediction

Post by milo christiansen »

aubergine wrote:I doubt golang will make it in to Warzone any time soon, so I'l stick with JS for now ;)
And its really too bad, JavaScript is great but Go is better :wink:

Sigh oh well imagine how much work it would be to write a go interpreter just so it could be used for AI and mission scripting in a game, not worth the effort :cry:
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Re: This bug can be game breaking: Motion Prediction

Post by camellia0x++ »

milo christiansen wrote:
aubergine wrote:I doubt golang will make it in to Warzone any time soon, so I'l stick with JS for now ;)
And its really too bad, JavaScript is great but Go is better :wink:

Sigh oh well imagine how much work it would be to write a go interpreter just so it could be used for AI and mission scripting in a game, not worth the effort :cry:
Or we compile it as binary objects? >_<
Hell, considering how fast it compiles, we could do the compiling and linking with warzone on the fly.
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milo christiansen
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Re: This bug can be game breaking: Motion Prediction

Post by milo christiansen »

camellia0x++ wrote:Hell, considering how fast it compiles, we could do the compiling and linking with warzone on the fly.
True, but I think getting rid of WZScript in favor of JavaScript is enough to ask for :wink:
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