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Author Topic: Galactic Arms Race  (Read 4396 times)
CharlieMopps
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on: July 08, 2009, 12:38:54 PM

http://gar.eecs.ucf.edu/index.php?content=main

So this is basically a space shooter, but its got a neat hook to it... Well, I'll just post what their website says:

Quote
GAR is both a multiplayer online video game and a research experiment in automatic content generation driven by player preferences. Unique game content, namely spaceship weapon systems, automatically evolves based on player behavior through a specialized version of the NEAT evolutionary algorithm called cgNEAT (content-generating NeuroEvolution of Augmenting Topologies). In particular, new variants of weapons that players like will be continually created by the game itself. In this way, the game never stays the same. GAR is the first video game to demonstrate that critical content can evolve as the game is played to satisfy its players.

For an idea of what the game is like, think "Space Diablo", with real-time combat, cool particle system weapons, and RPG-style leveling and skill trees.
schild
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Reply #1 on: July 08, 2009, 12:42:13 PM

So download it and tell us if it's good.
CharlieMopps
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Reply #2 on: July 08, 2009, 12:43:05 PM

So download it and tell us if it's good.

I am... I am...
I doubt it is, but I love the idea.

meanwhile here's a screen shot:
schild
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Reply #3 on: July 08, 2009, 12:46:46 PM

I watched the video. Less talk, more play.
Vash
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Reply #4 on: July 08, 2009, 12:55:01 PM

After spending way too much time browsing through TVTropes yesterday, I got a pretty good chuckle out of the abbreviation for this game.    DRILLING AND MANLINESS  awesome, for real
CharlieMopps
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Reply #5 on: July 08, 2009, 03:04:43 PM

It's fun
controls are sloppy
I dont understand how the weapons work
There are PVP and PVE areas
Quests are auto-given
kill 10 of this, etc...
Ingmar
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Reply #6 on: July 08, 2009, 03:12:04 PM

Kind of Star Control-y in a way it looks like?

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CharlieMopps
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Reply #7 on: July 08, 2009, 03:14:54 PM

Kind of Star Control-y in a way it looks like?

I dunno that game...


imagine asteroids... with prettier guns
and, instead of asteroids you are shooting pirates, aliens and other players.
and there are jump gates to go from different maps... some pve, some pvp
I think there is other stuff I haven't found yet.
Ingmar
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Reply #8 on: July 08, 2009, 03:30:46 PM

Kind of Star Control-y in a way it looks like?

I dunno that game...


imagine asteroids... with prettier guns
and, instead of asteroids you are shooting pirates, aliens and other players.
and there are jump gates to go from different maps... some pve, some pvp
I think there is other stuff I haven't found yet.

http://www.youtube.com/watch?v=OQZk_8ieELw

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FatuousTwat
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Reply #9 on: July 08, 2009, 06:51:19 PM

Looks fun, dling it.

Meh. According to my stats, I've picked up about 100 "different" weapons, but I really think I've seen only 8 or so different firing patterns. The only thing that seems to be random about it is the colouring.
« Last Edit: July 08, 2009, 09:04:08 PM by FatuousTwat »

Has anyone really been far even as decided to use even go want to do look more like?
CharlieMopps
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Reply #10 on: July 09, 2009, 02:19:39 PM

Looks fun, dling it.

Meh. According to my stats, I've picked up about 100 "different" weapons, but I really think I've seen only 8 or so different firing patterns. The only thing that seems to be random about it is the colouring.

You gotta go to higher and higher level areas. If you stay in the first one it stays about the same.
Number of shots, firing pattern, direction, trajectory, all change
FatuousTwat
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Reply #11 on: July 09, 2009, 03:08:26 PM

I think the highest I went was the 3rd area, but I didn't really feel like going on since the questline is broken in the second area.

Has anyone really been far even as decided to use even go want to do look more like?
EJH
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Reply #12 on: July 10, 2009, 12:37:13 AM

Hey, read this board a lot but never posted. This game is my PHD dissertation project and I'm surprised it got posted here. I suppose I can explain a bit.

The game is intended to be Diablo in space with some MMOG-ish features like grouping and chat. The controls are 3rd person like WoW. There are various star systems of increasing levels like in EVE online. The main feature is that all of the weapons are unique, and designed by an algorithm that attempts to create new weapons based on those weapons users favored in the past. Note that only patterns and colors of weapon are evolved, not stats like damage.

Here's what the deal is with research aspect, maybe it will interest a few people in either game dev, computer science, or automated game content generation in general:

- all weapons are designed by an algorithm
- weapons are represented and controlled by Neural Networks (mainly used in AI like Forza and Colin McRae)
- 3D models and particle systems are essentially points in space
- theoretically you can create a function to describe (almost) any arrangement of points in space
- Neural Networks can theoretically describe any function
- thus, if weapons are controlled by evolving Neural Networks, you mightgenrate nearly any configuration of weapon imaginable
- therefore, there is an infinite number of possible weapons, however, only a subset of those are good
- users keep the weapons they like and throw away, or never pickup, the bad ones
- the algorithm only creates new weapons based on those the users prefer
- so, some bad or boring weapons are certainly expected, but users can expect to find useful and cool weapons fairly often

The more players in the game the better this works, because the new content you find (guns in this case) is generated from the preferences of all players in the game, creating a lot of variety. The intent is to sort of reverse the typical paradigm where devs create X number of guns, and hope the players like them. If this algorithm truly succeeds then you have an evolving system where players use content, and the system automatically creates new (and potentially more complex) content based on player choices. Additionally, with the game content constantly evolving, it may keep players engaged longer.

Anyway, I programmed about 98% of the engine, server, and gameplay myself, so don't expect a commercial quality experience. But all comments on either the research aspect or the implementation are certainly appreciated. Here's some shots of PVP (there is open and group-based PVP) and a couple examples of particle weapons that are evolved.

Edit: BTW I hotfixed just now that bug fatuous mentioned about the Space Blobs not spawning.  awesome, for real



« Last Edit: July 10, 2009, 01:26:24 PM by EJH »
Soln
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Reply #13 on: July 10, 2009, 01:00:03 AM

neat

it's more than an "algorithm" -- from the video each gun is a neural net, putting in variance with each learning. Will download.
Bzalthek
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Reply #14 on: July 10, 2009, 01:16:09 AM

Have to say that explanation makes it many times more interesting now.  DLing.

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Margalis
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Reply #15 on: July 10, 2009, 02:25:47 AM

I'm not sure I quite get what parts of the weapons are autogenerated.  Patterns and colors? Are they are functionally equivalent? If the pattern changes does that make some move faster or along different paths and be functionally distinct?

vampirehipi23: I would enjoy a book written by a monkey and turned into a movie rather than this.
Typhon
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Reply #16 on: July 10, 2009, 06:31:50 AM

I'm confused as well, specifically with this line - "Note that only patterns and colors of weapon are evolved, not stats like damage."

- if the randomness is entirely cosmetic I think that this tech is in the wrong game/wrong audience.  It seems like it's screaming to be in some sort of puzzle game where you are using it to try to determine subconscious color/configuration preferences (possiblly as some soft of marketing decision helping tool).

- if the patterns that the weapons generate have some impact on combat, I say that it's in the right game/right audience, but you should expect folks to be disappointed that there is no chance of getting an special weapon.
EJH
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Reply #17 on: July 10, 2009, 01:39:30 PM

I'm confused as well, specifically with this line - "Note that only patterns and colors of weapon are evolved, not stats like damage."

- if the randomness is entirely cosmetic I think that this tech is in the wrong game/wrong audience.  It seems like it's screaming to be in some sort of puzzle game where you are using it to try to determine subconscious color/configuration preferences (possibly as some soft of marketing decision helping tool).

- if the patterns that the weapons generate have some impact on combat, I say that it's in the right game/right audience, but you should expect folks to be disappointed that there is no chance of getting an special weapon.

Currently yes, only the velocities and colors of the projectile bursts are evolved. But that allows for a lot of variety in tactics and thus isn't solely cosmetic (although people do like cool looking guns).

- you can block bullets in the game, so wide patterns are better for blocking
- tight patterns are better for doing concentrated damage to 1 target
- if you are firing into a mass of enemies do you want a tight or wide pattern?
- some guns create a liiteral wall of particles in front or around your ship
- some guns you can leave a trail of stationary mines behind your ship
- chaotic patterns are much harder for players to dodge in PVP

As you mention there many other things you could evolve automatically based on player preference. This game is essentially a proof of concept that could be applied to:

- game mechanic tradeoffs like damage to speed ratio, or size to damage ratio
- purely cosmetic changes (like spell effects in MMOGs)
- 3D models as parts of ships or avatars or weapons
- shader effects
- other particle effects (we've barely scratched the surface of them here, only evolving velocity and color)

Just theorizing on what type of games this would be good for (a system where all of certain content types are unique and evolving based on player preference, be it armor, weapons, spells, whatever):

- MMOGs that are sandbox in nature
- multiplayer space or fantasy RPG
- anything with a virtual economy where unique content is coveted

What types of games evolving content would likely not be good:

- single player linear FPS where you must have Gun X on Level Y (HL2)
- competitive RTS with rigid balance restrictions (Starcraft)
« Last Edit: July 10, 2009, 01:55:09 PM by EJH »
Draegan
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Reply #18 on: July 10, 2009, 02:35:08 PM

I'll try this over the weekend.  neet
Krakrok
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Reply #19 on: July 10, 2009, 11:28:05 PM

I was a little disappointed with the variety of the weapon particle spreads based on the expectation that arcade games like 1942 and it's clones created with me. Aka 1 shot upgrades to 2 shots upgrades to 4 shots upgrades to wide shot etc. Power increasing exponentially. It seems like all of those kinds of upgrades are available but there isn't a linear progression to access them. You basically keep picking up from a weapon spawn until you find one you like.

So far in GAR I've seen 1 shot, 3 wide shot, forward/backward, 3 shot that builds a mine wall, 2 forward 1 peels off back, 3 shot peels off that creates mines out to the sides, 3 shot forward (couple different graphic only pattern variations of this). In lower level PvE pretty much the best weapons deliver 3 shots in the narrowest spread possible to do the most damage to an enemy all at once. This is partly due to the fact that you destroy enemy fire as well (aka you can overwhelm it).

- if the patterns that the weapons generate have some impact on combat, I say that it's in the right game/right audience, but you should expect folks to be disappointed that there is no chance of getting an special weapon.

We were talking about this at lunch today and the fact that people like "rare weapons" came up. Doesn't seem like this system takes that into account because the more popular the weapon is the more readily available it becomes/spawns and therefore socially less valuable.

Still, I love the idea. Would like to use something like it in one of my dynamic flash game projects.
Typhon
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Reply #20 on: July 11, 2009, 06:28:13 PM

Thanks for the explanation EJH, it's not as cosmetic as I thought - weapon pattern does add a tactical element.

Question: are ships able to mount multiple guns?  I'm guessing not, but just thought I'd ask.

First thing I see this tech being used in is via in-game "research".  Spending more money on research results in the engine iterating to newer designs more often, player select the best weapon in varios categories (e.g. direct fire, mine layer, cover fire, etc).  Seems like it could be pretty cool.
Draegan
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Reply #21 on: July 11, 2009, 07:33:14 PM

I got up to level 40 and the variety of weapons dropped off.  I think I'm doing something wrong.  Fun game until someone started camping the portal in the PVP area.
Sairon
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Reply #22 on: July 12, 2009, 07:25:33 AM

You have localization problems, it doesn't start unless the language is set to english in windows.
EJH
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Reply #23 on: July 13, 2009, 01:27:55 AM

Thanks for the explanation EJH, it's not as cosmetic as I thought - weapon pattern does add a tactical element.

Question: are ships able to mount multiple guns?  I'm guessing not, but just thought I'd ask.

First thing I see this tech being used in is via in-game "research".  Spending more money on research results in the engine iterating to newer designs more often, player select the best weapon in varios categories (e.g. direct fire, mine layer, cover fire, etc).  Seems like it could be pretty cool.

Right now your ship is fixed with a triple barrel weapon always. We'd like to get more weapon barrels and other upgrades in future releases. Being able to research, or force weapon mutation, is certainly another possibility.

You have localization problems, it doesn't start unless the language is set to english in windows.

There was no localization at all sorry about that.   swamp poop

I got up to level 40 and the variety of weapons dropped off.  I think I'm doing something wrong.  Fun game until someone started camping the portal in the PVP area.

Yeah we wanted to force PVP eventually, but perhaps it is a bit too early.

Anyway, thanks to everyone who tried it. Even if you didn't play too long the data and feedback will help with the dissertation results.  this guy looks legit
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Reply #24 on: July 15, 2009, 02:08:34 AM

Downloaded this and tried to get it working, but I'm met by a "GAR Client 1.1 has encountered a problem and needs to close. We are sorry for the inconvenience" dialogue every time I try to start the client. I installed the XNA stuff before the actual client, but still no go. :/

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