Sorry for the late answer, I wrote that email 2 days ago, but I had some problems with Savannah...
---------- Forwarded Message ---------- Subject: Re: [glob2-devel] Creature AI Date: Friday 20 May 2005 12:30 From: Gabriel Walt <[EMAIL PROTECTED]> To: [email protected] Hello, Wow what a mail! I like your idea a lot! It would make glob2 a quite different game... But for me it's totally ok if we consider this as glob3! It's also not a big problem to me if your idea takes some time to be done: Globulation is the result of 5 years of work for Nuage and Nct at part time. :) By the way have a look at that, it might interest you (Nct sent it on that mailing list two weeks ago): http://dev.ic2.org/nero_public/ As Martin I'm a bit afraid about the boot strap problem: Units must already have reached quite a good level to simply survive. They must have learned to pick up food, to bring that food to the inn and to finally go to the inn when hungry. But worse: Starting globules must imperatively know how to bring resources to the inn to be able to produce the next generation of globules! Maybe globules should start with a pre-recorded intelligence that allows them to at least survive and produce new globules. As a simple glob2 player I want some gameplay. ;) For instance I'm a bit afraid about how long it will take for the colony to evolve. A game should last about 1 or 2 hours on average. If it's much more than we should think about a way to make a game playable in this amount of time. For instance I could imagine that a player could breed his race, save it, and then play with it against another player... That's just an idea. But the beginning of a game shouldn't be made too annoying if you wait a long time until a few globules are somehow able to do what you want them to do. To add some gameplay, I suggest that it's the player that chooses what globules are chosen for replication and crossing-over when the swarm produces a new unit. The player should have some kind of breeding laboratory, which would be a stat screen, where he can see the summary of the scores of all globules and can choose the specimens that will be selected for reproduction. Maybe this might also be the main occupation of the player at the beginning of the game, while globules don't work efficiently enough yet. But I like your idea a lot, and hope that it is doable, and I wish you the energy to do it. I like a the idea that a globule could be able to walk, and suddenly fly away for instance because there was an obstacle, then land, gather some resource, fly away again, and land on a nearby island and plant the resource there - for instance because the player has set on that island an area that rewards units planting something there. I really hope that a genetic algorithm can reach such a level of complexity. > Note: walking into a building wouldn't cause a unit to heal/lunch/etc.. > For example, a unit could simply walk through a friendly building rather > than around it. I'm not sure about that, but it's a detail. I think it's visually much clearer if a unit that goes into a building gets upgraded by that building. It's already a complex game, this would imho add more confusion. > I would like some system of global incentives - so if you want, you > can bump the "aggression" value up, rewarding your warriors more for > random acts of violence, and watch them go on the rampage. Then > later, put it back down again so they have a chance to recover and > train. Yes this would be cool too! > What other new features could I crowbar in? > What features should I take out? As usual: Start easy, take a subset of your ideas and test if it works. :) > Do any of you have GA experience you can share with me? Nct is doing his PhD on GA and stuff like that, he know a lot about it. Gabriel ------------------------------------------------------- _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
