Mac_MatrixForum
Posts: 295
Joined: 4/11/2000 From: Espoo, Finland Status: offline
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[QUOTE]Originally posted by Veldor [B]I didn't mean TOUGH as in no one could write one. I meant tough as in NOT just anyone can go write a good chess AI. Or, if you can, its most likely because you studied heavily one of the techniques used in making a chess AI (such as minimax). [/B][/QUOTE] Yes, I understood you but it's still easier than for a new game, that was my only point. If AI was as trivial as minimax with alpha-beta-pruning and heuristics then all of our problems would be solved. Anybody can code those. Anybody expecting to work in this business at least. In my experience it's not the algorithms themselves that are hard in AI but sound application of them. That is something there isn't a lot of research about. Best you get are [I]"war stories"[/I] from other developers. Tradeoffs they did that worked. [QUOTE][B] Yes your making a good point except that devious players and "gamey" bugs are equally a problem in human vs human games if not more-so. So a game has to protect against devious players on all fronts, its hardly an AI only issue. [/B][/QUOTE] Devious was perhaps badly said because I did not only mean dubious tactics. The designers and testers can only come up with limited ideas on how to beat the game. Thousands of players find a lot more tactics. It's a big balancing problem in H2H games like you say. This is a fact why I consider it important to have at least an editor for the game or a developer that still has dedication and will to improve after they [I]"go gold"[/I]. [QUOTE][B]Sure could have but he has already stated or at least implied otherwise. Certainly hasn't done a commercial-grade one. Thats not meant to be insulting just to point out as hopefully everyone agrees AI's in wargames have not been too good on average so, while a good ASL AI can certainly be achieved by anyone, it IS going to take ALOT more time and effort. (Which as you also point out is perhaps why only a "hobbyist" could ever start such a project and/or more importantly complete it). [/B][/QUOTE] I can only add that commercial games have many times been disappointing in the AI department. Hobbyists could potentially go a lot further but they have trouble making the rest of the game. Some good results have come from Quake bots and people doing real research in such environments (instead of academic simulations ... Wumpus World anyone?). [QUOTE][B] Matrix really doesn't currently fall under the same category as other publishers. For one, many if not all of them don't work for Matrix full-time. That is why they have been able to already delay every single release until it was much more ready, stable, and complete. [/B][/QUOTE] My best wishes to Matrix. I'm certainly ready to wait but I'm also ready to buy reasonable works-in-progress as long as they keep improving them (don't mean patches but the sequels, I don't mind paying). [QUOTE][B] I absolutely do. But the true best is what is actually "ACHIEVABLE". No doubt if you are aiming for something that simply cannot be done or cannot be done without absolute disgusting amounts of resources then you will fail. [/B][/QUOTE] Well there is the difference. Yes I always aim to the best achievable (or something a bit over that) but sometimes that is far too much ... as it can go in software development. However that is often not sound business advice. Do your best, yes, but not aim so high. For hobby projects that is always bad advice if you want to finish ;). [QUOTE][B]Agreed. But continued improvement is not guaranteed. Since no publisher would be responsible for it, the actual programmers interests, time, and priorities could easily change to where its no longer updated. Of course updates and improvements are anything but guaranteed the other way as well. [/B][/QUOTE] If the development stops, have we lost anything? No because we did not pay anything in the first place? For commercial products that is different. I expect some patches if the game has bugs or balance problems. For closed source commercial products we can never be sure but open source products are a different breed. [QUOTE][B] Hmm. I suppose, though at times it may not seem so, this is one area I am much more humble in. I give a lot of credit to ALL the programmers that have worked on commercial games or other commercial software products. In general they have FAR more experience in that than any hobbyist could ever hope to have yet most hobbyist sit around talking about how they can do a better job than most or all of them. That's why even Microsoft programmers get my respect. I have seen and met many of them and most if not all are REALLY REALLY smart, capable, and dedicated people... [/B][/QUOTE] Oh, Microsoft has some very good programmers. Some of the best. I raise my hat to everybody who can finish something but that does not tell about the internal quality. It tells about persistence, resourcefulness, different kinds of abilities. I do not believe that making things [I]"the right way"[/I] the first time is impossible but it just takes a lot of experience and good coding skills for the entire team (or good management). Many people program because they have to, not because they want to. It's not like many people are programming for programming's sake but to accomplish something. Then the code is of little importance, getting something done is all that matters (often a bad tradeoff because done for wrong reasons). I take my programming for its own sake. I like to program to improve. Whatever comes out in my own hobbies is secondary. In my job I do whatever I must but I also try to raise the quality wherever I can because I believe that is the way to success. That is half the truth actually. I have recently coined a motto for myself in the other half. [I]"If it's easier said than done, we are not there yet."[/I] Lets face it, all programming languages in use today are crap. Less crap than 40 years ago but still crap. There's a lot to do. That will help also those who are not so passionate about programming. [QUOTE][B] Well the whole idea of JAVA is that if you have a MAC and I have a PC we can still play ASL against each other right? But now if you have VASL and I have JASL we CANT play each other. One unified product would mean everyone can play everyone more easily without acquiring multiple products, learning multiple products, and potentially paying for multiple products. [/B][/QUOTE] Yep but as long as these are free there is less problem. But for all we know we could have two other products next week. That's because some people like to make these things too. Let the best product win then if there is such a thing. There is always room for alternatives and new vision IMHO. [QUOTE][B] Even if I agree with those statements, the general point I was making still rings true. That at some point, maybe not tommorrow, maybe not next week, but probably sooner rather than later... all cameras will be digital cameras.[/B][/QUOTE] But there is something wrong in the statement in relation to this and other conversations on this board. Computer games are not a total replacement for board games like digital cameras are for regular cameras for a long time, perhaps never. Quoting myself from another thread. [I]"When a foldable light few meter wide flat print quality touchscreen with backlight and haptic feedback is common at every summerhouse I will agree that boardgames are dead."[/I] Simple as that then. [QUOTE][B] Nowhere is it more apparant how lazy man is than in the workplace where it is usually measurable...[/B][/QUOTE] But the technology is not a cure for the real problem. That people do not want to work. Ideally you do a job you want to do, that's where some fortunate people are and I hope to be (at least concerning the thesis I'm about to begin I'm there). It improves the outcome but it would further improve if the workers were motivated. Also some work will never be needed again or will never be profitable in the western democracies. This is a difficult real world problem and I'm afraid our current societies are totally unable to solve it. I admit I'm very lazy sometimes but that is also a very important quality for engineers. That has been the motivation to develop such inventions and that's why we are not eating bananas in trees ;). Whether that makes us any happier is a discussion for another day. [QUOTE][B] When that reason is your primary reason or only reason it is bad. But as you know generally which any decision there are multiple factors. That can be a HUGE strength in many areas....[/B][/QUOTE] I'm not contesting that a bit. However game industry is not yet like the regular software industry. With the advent of middleware and games becoming a huge business attracting and requiring software engineers etc., it will soon be perfectly true. But still in a 100 member team many will be artists, level editors, designers and only a handful will be engine programmers. Artists are working with standard tools more than anybody else. Level editors use internal tools. Programmers may or may not need outside support. Many times you are working on something that's never been done before or is a trade secret. It's not like you can now just call a consultant or some support person to help you. It's also not like the problems in games are that difficult, more like there is a lot of combining and tedious and less glamorous grunt work. With middleware becoming more usual this is changing. Then you pay for the support. If you are aiming for a console you are very much limited in your choices. Ok of course I cannot know for certain since I've never developed games but this the view I have gotten. In the end it may be that you need to do what others do to stay in the business but I just hate doing things in an inferior way should that be the norm :D.
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Markku "Macroz" Rontu "Understanding is a three-edged sword, your side, their side and the truth." - Captain John J. Sheridan, Babylon 5
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