Post by nikalmight on Feb 22, 2015 2:43:23 GMT
I am very interested in artificial life from the likes of Karl Sims and Tom Ray who used genetic algorithms to evolve artificial "life forms" in computers. Besiege's modular nature and physics engine would be highly conducive to similar alife experiments(and probably more fun), so I'm interested in the file format of Besiege machines. If I understood the file format, I'd then be able to randomly generate machines and select the ones that perform the best at performing some goal on a level, such as completing a level in the lowest amount of time, or flying a certain length of time without crashing, and then randomly mutate them to create even better-performing or interesting machines using the entirely mindless process of evolution. The failures could be even more fun
It would also be interesting to take the control away from the the player and create some kind of neural network to sense the objects in the game world and to control the machine(via a series of nested if then statements eq if near sheep, spin blades of death), so that it acts in an autonomous fashion and we could create our own medieval T-1000s. No sheep would be safe.
There's some interesting reading in these papers which explains the methods of actually implementing such a system.
www.channon.net/alastair/msc/adc_msc.pdf
www.channon.net/alastair/geb/alife6/channon_ad_alife6.pdf
www.karlsims.com/papers/siggraph94.pdf
There's also a wealth of information here, notice the similarity between some of these evolved creatures and Besiege machines
aigamedev.com/open/article/evolving-virtual-creatures/
It would also be interesting to take the control away from the the player and create some kind of neural network to sense the objects in the game world and to control the machine(via a series of nested if then statements eq if near sheep, spin blades of death), so that it acts in an autonomous fashion and we could create our own medieval T-1000s. No sheep would be safe.
There's some interesting reading in these papers which explains the methods of actually implementing such a system.
www.channon.net/alastair/msc/adc_msc.pdf
www.channon.net/alastair/geb/alife6/channon_ad_alife6.pdf
www.karlsims.com/papers/siggraph94.pdf
There's also a wealth of information here, notice the similarity between some of these evolved creatures and Besiege machines
aigamedev.com/open/article/evolving-virtual-creatures/