(EDIT: This is pretty much pointless now. This suggestion was made when the AI sucked.)
Please do not post a hate post unless you have fully understood this concept, I've already had two troll posters who didn't seem to understand this.
And, just so people stop posting it, an NPC would only respond to "Hi" with "TREES ARE NOM" if the person acting out the npc said that when someone said hi to them.
I think that neither current AI or evolving AI are good, so I think we just need to make an intelligent AI.
To do this for the hostile mobs:
1: Grab some code that recognises the colours and edges of an image. (Google has this)
2: Now mix that with some code for an AI that learns from people. (Cleverbot might make a good code base) so that it learns what to do when it sees a certain thing.
3: On a multiplayer server, assign about 50 players to mobs, and 5 to remain players.
4: Assign the learning code to the mob-players, so that the AI learns how to respond in what situation, like "Cleverbot" except that it doesn't respond and only learns from 1 person.
5: Get the players to act like real mobs, except without all the mistakes of normal mobs, and a few clever tactics such as creeper/skeleton ambushes. This will create the AIs for medium.
6: To create easy is easy. Get the mob-players to do the same thing again, but with worse tactics and a few mistakes.
7: Now, for hard, they need to be awesome. 5 skeletons in the front of an army, 5 zombies at the back, a few spiders and endermen, and a creeper. Spiders climb up the wall, endermen rearrange blocks, steal good ones, make a bridge if there is a moat, the creeper makes a hole in the wall for the skeletons and zombies, player is pretty screwed, etc.
8: With these AIs in easy, medium and hard, extra/less mob damage and health for other difficulties can be dumped.
Do pretty much the same for passive mobs, except a little less intelligent, such as don't flee as soon as player is seen, but if you see it attack nearby animals, especially of your own kind, do flee.
Or just flee when the player comes near on hard, or only when personally attacked on easy.
As for npcs, they are going to require some pretty good actors, also the ability for the AI to learn chat as well. (Speaking of chat, maybe mobs/npcs could have a hearing range, which is higher for mobs on harder difficulties, and it allows them to cooperate?
The npcs should be able to do things a player would normally do except leave, and the mining speed should be only 5%, or 20% if that npc is a miner. Crafting tools should take 5 minutes for npcs except for the blacksmiths (Only 1 minute for them) and placing a block should take 10 seconds, except for builders, who will take only 2 seconds, only priests can enchant, etc.
These restrictions may be annoying for the actors, so they'll have to be good ones.
This is the only way I can think of that would make the npcs work.
Press + if you think that this is actually possible to program (The two programs it needs are in existence, they just need to be combined) and you like this idea.
POSSIBLE BONUSES: Turning regular players into npcs? Or even the possibility of a secret friday update turning herobrine into an npc that hides a lot?
Is there a person in existence stupid enough to say no to this?
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Seriously, there needs to viewable crafting recipes in the game. Go support this idea. Also click on my profile to view my space thread under find content.
I take it you have a scratch account judging by your icon? :tongue.gif: The living tree is a tree puncher :ohmy.gif: And as he said, Mojang are getting a guy to work on AI, so, yeah xD
Yes, but I haven't used it lately, too limited. I'm going to beta test a new program called webfruit though, which is similar, but a step up.
Anyway, I think that whoever is working on the AI should take a look at this idea, most of the code already exists, it just requires a hero to unite them to make game development history.
I take it you have a scratch account judging by your icon? :tongue.gif: The living tree is a tree puncher :ohmy.gif: And as he said, Mojang are getting a guy to work on AI, so, yeah xD
Yay, I'm a mob, this is soooo fun. [/sarcasm]
Who would want to run around playing Zombie?
Actually read the thread please.
If you had read it properly, you would gotten that the people played as mobs, and then the AIs created from it apply for ALL minecraft games on that difficulty.
This is insane troll logic. What this Scratch user is suggesting has never ever been made before. Cleverbot does NOT learn from people, it just gives a response biased on how other people have responded to your input.
This is insane troll logic. What this Scratch user is suggesting has never ever been made before. Cleverbot does NOT learn from people, it just gives a response biased on how other people have responded to your input.
Not good enough. F--
Idiot, you just said cleverbot DOES learn from people, by saying it gives a response based on how people respond to certain statements. Trolls, please go away.
Cleverbot was a bad example, it responds, by type, to things people say. If it said "dog" and someone responded "my favorite" a lot, it would then respond to dog as "my favorite".
As for what you're saying, I doubt it would be as easy as going and ripping code form a couple of chat bots on the internet. It's not a bad idea, but seems a bit advanced.
Good idea, but I imagine it'd be really, really hard to do. Still, anything is better than the current "wander randomly until I see a player, and then run straight towards him/her while he/she fires arrows at me hurr durr" mob AI.
Or even the possibility of a secret friday update turning herobrine into an npc that hides a lot?
No. Herobrine is retarded and should not be included in Minecraft. Ever.
Idiot, you just said cleverbot DOES learn from people, by saying it gives a response based on how people respond to certain statements. Trolls, please go away.
Automated response is NOT learning.
Clever bot does this:
CB: A
User: B
THEN
User: A
CB: B
(A= Hi. ; B= SABHUSGHJASBHJASGFE)
You want the mobs to learn strategies that can be applied to millions of different situations by watching users do them. This is science fiction. Millions of dollars are being pored into the development of such technology, and have reaped nearly nothing.
Computers lack a necessary function of learning, namely generalization. A computer could recognize a player's moves in a particular situation, but then a few blocks would change, a player would walk a bit, and it'd be in a completely new environment. Computers have no talent for pattern recognition without human input, and the amount of input required to do so would be ridiculous.
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Quote from K_Kinnison »
If i were a mod, i would be destroying threads like a creeper at a hug-a-thon
Quote from Meddyan »
That's right, this elevator is powered by MURDER and ANIMAL CRUELTY.
Quote from Denn »
Manly blood is both highly acidic AND highly basic, but I'm glad to see you're paying attention.
Computers lack a necessary function of learning, namely generalization. A computer could recognize a player's moves in a particular situation, but then a few blocks would change, a player would walk a bit, and it'd be in a completely new environment. Computers have no talent for pattern recognition without human input, and the amount of input required to do so would be ridiculous.
I admit that you could trick a mob into jumping into lava if its AI was never taught to react to lava, or an npc may jump into a lava lake if there is gold, as a result of not learning enough about priorities for survival and extracting ores from above lava, but 100 hours of playtime to create an AI might have good results.
I admit that you could trick a mob into jumping into lava if its AI was never taught to react to lava, or an npc may jump into a lava lake if there is gold, as a result of not learning enough about priorities for survival and extracting ores from above lava, but 100 hours of playtime to create an AI might have good results.
Yes, I agree that players' strategies for attacking would make good stuff to program an AI off of. I just don't think an AI could generate strategies on the fly without an extensive amount of coding, nor could they continually learn about your movements. Perhaps they could do rudimentary recognition of where you tend to hide, what attacks you use, but in all circumstances a player would probably fare better.
Still, intelligence is a good place to start with artificial intelligence. Here's hoping the AI specialist knows his stuff.
Rollback Post to RevisionRollBack
Quote from K_Kinnison »
If i were a mod, i would be destroying threads like a creeper at a hug-a-thon
Quote from Meddyan »
That's right, this elevator is powered by MURDER and ANIMAL CRUELTY.
Quote from Denn »
Manly blood is both highly acidic AND highly basic, but I'm glad to see you're paying attention.
Yes, I agree that players' strategies for attacking would make good stuff to program an AI off of. I just don't think an AI could generate strategies on the fly without an extensive amount of coding, nor could they continually learn about your movements. Perhaps they could do rudimentary recognition of where you tend to hide, what attacks you use, but in all circumstances a player would probably fare better.
Still, intelligence is a good place to start with artificial intelligence. Here's hoping the AI specialist knows his stuff.
Yes, but the game would be FAR too hard if they were perfect. Easy would become hard, hard would become impossible, hardcore would suck. You'd just be hiding in your house on your first night, and suddenly there are four explosions, and you find most of your walls gone, you get pelted by arrows, die, and find that when you go back the endermen have taken the remains.
I like your idea for the most part. My one issue is your suggestion that villagers be able to mine or alter the environment.
Remember when Endermen moved all the blocks around and ****ed things up? Well I don't want villagers doing that either. I don't want anyone competing with me for my diamonds on my SSP worlds. I go to Multiplayer for that.
I think evolutionary programing would be the best way to attack the problem (other than direct human coding). Basically, a bunch of mobs are set out in a world with some players (or a lot of separate worlds with a few players each), who then play according to their ordinary playing style. The mobs themselves would all start out with slight variations of the original code. The mobs that died would not have any replications or variations of their code, the ones that were successful (that is, did as much damage as possible to the player) would have many variations spawned. Each type of mob would keep a separate codebase.
Over hundreds of hours and hundreds or even thousands of players (for such a large fanbase, finding a few hundred people to spend a week or two playing on a special server would be easy), mobs AI would become refined extremely. Different AIs from different times with the procedure could be used for different difficulties.
The test could be repeated with the new AIs to refine it even further. For refined AIs that wouldn't be too hard, "successful" could be defined as damaging the player, but not too much. Changing the AIs after this point by human coding would be nigh impossible (past tests with evolutionary programming have found the resulting code is unintelligible to humans, although the program is better than what humans could have programmed), but such coding would no longer be necessary.
Please do not post a hate post unless you have fully understood this concept, I've already had two troll posters who didn't seem to understand this.
And, just so people stop posting it, an NPC would only respond to "Hi" with "TREES ARE NOM" if the person acting out the npc said that when someone said hi to them.
I think that neither current AI or evolving AI are good, so I think we just need to make an intelligent AI.
To do this for the hostile mobs:
1: Grab some code that recognises the colours and edges of an image. (Google has this)
2: Now mix that with some code for an AI that learns from people. (Cleverbot might make a good code base) so that it learns what to do when it sees a certain thing.
3: On a multiplayer server, assign about 50 players to mobs, and 5 to remain players.
4: Assign the learning code to the mob-players, so that the AI learns how to respond in what situation, like "Cleverbot" except that it doesn't respond and only learns from 1 person.
5: Get the players to act like real mobs, except without all the mistakes of normal mobs, and a few clever tactics such as creeper/skeleton ambushes. This will create the AIs for medium.
6: To create easy is easy. Get the mob-players to do the same thing again, but with worse tactics and a few mistakes.
7: Now, for hard, they need to be awesome. 5 skeletons in the front of an army, 5 zombies at the back, a few spiders and endermen, and a creeper. Spiders climb up the wall, endermen rearrange blocks, steal good ones, make a bridge if there is a moat, the creeper makes a hole in the wall for the skeletons and zombies, player is pretty screwed, etc.
8: With these AIs in easy, medium and hard, extra/less mob damage and health for other difficulties can be dumped.
Do pretty much the same for passive mobs, except a little less intelligent, such as don't flee as soon as player is seen, but if you see it attack nearby animals, especially of your own kind, do flee.
Or just flee when the player comes near on hard, or only when personally attacked on easy.
As for npcs, they are going to require some pretty good actors, also the ability for the AI to learn chat as well. (Speaking of chat, maybe mobs/npcs could have a hearing range, which is higher for mobs on harder difficulties, and it allows them to cooperate?
The npcs should be able to do things a player would normally do except leave, and the mining speed should be only 5%, or 20% if that npc is a miner. Crafting tools should take 5 minutes for npcs except for the blacksmiths (Only 1 minute for them) and placing a block should take 10 seconds, except for builders, who will take only 2 seconds, only priests can enchant, etc.
These restrictions may be annoying for the actors, so they'll have to be good ones.
This is the only way I can think of that would make the npcs work.
Press + if you think that this is actually possible to program (The two programs it needs are in existence, they just need to be combined) and you like this idea.
POSSIBLE BONUSES: Turning regular players into npcs? Or even the possibility of a secret friday update turning herobrine into an npc that hides a lot?
Also click on my profile to view my space thread under find content.
Yes, but I haven't used it lately, too limited. I'm going to beta test a new program called webfruit though, which is similar, but a step up.
Anyway, I think that whoever is working on the AI should take a look at this idea, most of the code already exists, it just requires a hero to unite them to make game development history.
huh?
He means you are a living tree, yet in minecraft you punch trees, I assume.
Actually read the thread please.
If you had read it properly, you would gotten that the people played as mobs, and then the AIs created from it apply for ALL minecraft games on that difficulty.
Not good enough. F--
Idiot, you just said cleverbot DOES learn from people, by saying it gives a response based on how people respond to certain statements. Trolls, please go away.
As for what you're saying, I doubt it would be as easy as going and ripping code form a couple of chat bots on the internet. It's not a bad idea, but seems a bit advanced.
No. Herobrine is retarded and should not be included in Minecraft. Ever.
Automated response is NOT learning.
Clever bot does this:
CB: A
User: B
THEN
User: A
CB: B
(A= Hi. ; B= SABHUSGHJASBHJASGFE)
You want the mobs to learn strategies that can be applied to millions of different situations by watching users do them. This is science fiction. Millions of dollars are being pored into the development of such technology, and have reaped nearly nothing.
I admit that you could trick a mob into jumping into lava if its AI was never taught to react to lava, or an npc may jump into a lava lake if there is gold, as a result of not learning enough about priorities for survival and extracting ores from above lava, but 100 hours of playtime to create an AI might have good results.
Yes, I agree that players' strategies for attacking would make good stuff to program an AI off of. I just don't think an AI could generate strategies on the fly without an extensive amount of coding, nor could they continually learn about your movements. Perhaps they could do rudimentary recognition of where you tend to hide, what attacks you use, but in all circumstances a player would probably fare better.
Still, intelligence is a good place to start with artificial intelligence. Here's hoping the AI specialist knows his stuff.
Yes, but the game would be FAR too hard if they were perfect. Easy would become hard, hard would become impossible, hardcore would suck. You'd just be hiding in your house on your first night, and suddenly there are four explosions, and you find most of your walls gone, you get pelted by arrows, die, and find that when you go back the endermen have taken the remains.
Remember when Endermen moved all the blocks around and ****ed things up? Well I don't want villagers doing that either. I don't want anyone competing with me for my diamonds on my SSP worlds. I go to Multiplayer for that.
Over hundreds of hours and hundreds or even thousands of players (for such a large fanbase, finding a few hundred people to spend a week or two playing on a special server would be easy), mobs AI would become refined extremely. Different AIs from different times with the procedure could be used for different difficulties.
The test could be repeated with the new AIs to refine it even further. For refined AIs that wouldn't be too hard, "successful" could be defined as damaging the player, but not too much. Changing the AIs after this point by human coding would be nigh impossible (past tests with evolutionary programming have found the resulting code is unintelligible to humans, although the program is better than what humans could have programmed), but such coding would no longer be necessary.
Pipes