Hello, My name is Jagris Singh. I have made a great deal of study in AI theory and believe I can put my knowledge to use here. I have a rough knowledge of several programming languages and some popular frameworks. I am writing a set of papers on my complete understanding of human and animal psychology and its pseudo-code implementation in video games. I think if my ideas were implemented in this project will encourage the users playing OpenApoc to face rather challenging, surprisingly human and extremely realistic AI. A BIG CAUSE OF FAILURE in many video games, is the lack of creative, realistic, humanly competitive(not necessarily hard, but just human-like) game AI.
I have played the entire xcom trilogy (ufo defense, terror from the deep, and Apocalypse), and would like to contribute to this project's success.
Before I release my unfinished papers to this project, I need to have confirmation that these theories will not be plagiarized by third parties. So I can only send them privately to the trusted admins of this projects under pledge. I have a good deal of rough algorithms developed for implementing my ideas but I won't give them all away. However, I have a few pointers that I shall give on how the enemy AI should be implemented down below:
----------------------------------------------------#1 They have to have some "consciousness" loops/threads which makes them and interact pro-actively/reactively with other living AI and the environment at all times. Basically, it should follow the principle of the Desire to survive and thrive
A example of good non-intelligent simple movement and interaction with environment would be a Braitenburg vehicle. The basic things is that the alien enemy if not occupied by destruction, or its goal in general, bust be occupied with something. The original Apocalypse did not implement this well. I often felt like I was playing target-practice with a bitmap using advanced algorithm for movement. This is very important for engagement in the game.
When the alien comes into sight(during real-time combat), it should disappear again if walking away from the xcom unit. It sit down next to another alien facing it, in a "talking state". When a x-com unit shoots at an alien(which is of a humanoid type such as a sectoid), it should be injured
and depending on some mental variables, should either SLOWLY or STAGGERINGLY run for cover, or SLOWLY or STAGGERINGLY run away, or SLOWLY and STAGGERINGLY try one last attempt of pure badass bravery if its morale level is reasonably high enough for doing so. And if it runs for cover, it will intelligently decide it's next move based on its mind as point 2 will state.#2 It must act similarly to a von Neuman Machine, have effective communication, and must have learning abilities. I have some good algorithms for this.
Just like the xcom units, the aliens must seek medics to repair themselves since they have "the algorithmic desire to survive". They should work out the advantage and disadvantage of its present state and intelligently create its own advantage. And per occasion, they store the results in their memory should develop their own processes which give them advantage based on the results of the past. It should also share the learning with its fellows.
Example: If you flank an alien squad from behind and one alien notices you're sneaking up. It should alert the rest to spontaneously determine an action based on the advantage and disadvantage variables. If they're are sneaking up of you (like in a base invasion), they should determine a method of attack based of their prior experience.
This requires algorithms of creativity. Such things are very hard to implement. But I have a few ideas up my sleeve on how to get this done.#3 Most importantly. Each individual alien object should have its own individual mental traits. And the alien AI as a group, should be an self-learning mental average of the all the aliens you have encountered.
This point explains itself.
If need any help, or any questions or criticisms. Contact me or comment below. I am very dedicated to the success of this project. Happy battlescaping.