I'll make this thread a bit short, and then I will add to it as I get comments, ideas and other things like that.
First of all, my opinion on mobs: they are dumb and can be easily predicted, making them not so fun as they could be. That is why I usually play on peaceful mode and servers with no animals - they are simply annoying.
What I am suggesting is that the mobs will try out multiple solutions to the same problems (stay alive or kill you, doesn't matter). For example, once a pig collides with a minecart, it will first think that the minecart is the source of its problem. Then when it gets ran over again and again, the neural network spots a pattern - the minecarts are moving on minecart tracks, so it will try to avoid them. Let's see about something more natural. I see a lot of mobs dying by just falling off a cliff. The neural networks will allow the mobs to spot a pattern in that too, so they will avoid cliffs.
So how about the enemy mobs? If everything will be perfect, they will start to find patterns in your behaviour. Yes, they should be able to pick a good moment - like when you have found something really rare, they will jump out and surprise you, instead of trying to kill you while you are concentrating on staying alive. Or for example people have moat traps. Some mobs would be able to find their way round them. They could also learn how to keep away from you while you are holding a strong weapon, instead of charging on you.
I am sure many of you will just say "NO! They are already too hard!"... Maybe so. That would mean there could be something that has to be given up when doing this change, for example making them weaker. Instead of having dumb, hard enemies I would rather have intelligent but weak enemies that surprise me.
EDIT: There will be a network for each kind of a mob (e.g. pig, skeleton, creeper)
Mobs currently do avoid cliffs unless at some point, they are ordered to chase or go somewhere that's apparently a fall.
Like if monsters starts aggroing you, they'll take chase and unless you are far away, they'll take the risk and walk off.
Mobs currently do avoid cliffs unless at some point, they are ordered to chase or go somewhere that's apparently a fall.
Like if monsters starts aggroing you, they'll take chase and unless you are far away, they'll take the risk and walk off.
Didn't know about that, could you post a bit more information about that?
Notch has said somewhere that he likes the mobs to be predictable, like old-time games.
They used to have really good pathfinding (at least the enemies)
Notch has said somewhere that he likes the mobs to be predictable, like old-time games.
They used to have really good pathfinding (at least the enemies)
Hmm... Maybe make a new mob type that is more intelligent then? So a weak mob that is quite unpredictable...
actually, i think it would be balanced to just add the neural network, and not change anything, and mobs would still be predictable at least to some extent, but it allow it to change over-time also it should be per-world, so your creepers could act completely different in one world from another, also i agree that some mobs should still be dumb, like zombies, skeletons (however they should still be much smarter than zombies), zombie pigmen and spiders (they should stay somewhat beastly and animal-like), other mobs such as endermen, creepers, villagers, ghasts, blazes, the bosses and wither skeletons, should have the neural network, also, minecraft should ship with default neural network weights, to simulate the current behavior of mobs.
Also as a coder it would be tremendously fun to play around with the genetic algorithms (they power the neural networks) and neural networks involved!
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actually, i think it would be balanced to just add the neural network, and not change anything, and mobs would still be predictable at least to some extent, but it allow it to change over-time also it should be per-world, so your creepers could act completely different in one world from another, also i agree that some mobs should still be dumb, like zombies, skeletons (however they should still be much smarter than zombies), zombie pigmen and spiders (they should stay somewhat beastly and animal-like), other mobs such as endermen, creepers, villagers, ghasts, blazes, the bosses and wither skeletons, should have the neural network, also, minecraft should ship with default neural network weights, to simulate the current behavior of mobs.
Also as a coder it would be tremendously fun to play around with the genetic algorithms (they power the neural networks) and neural networks involved!
Nice work! You revived a 2 year old thread!
I don't know about this, it may break some mob farms and would be a total pain in the **** to code.
However zombies and skeletons should not have major changes over time as they do not have brains. All other mobs would make sense.
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The performance would be a problem. I have tried to get one to work for just one mob. It will run fine for a while, but after a certain amount of time all other mobs will freeze in place until the engine can catch up....I have not tried to replace the overall AI classes with a neural network with just some case statements to handle different mobs though, this is the next thing I am working on. As well as an external script to have the computer play minecraft through a neural network.
I'll make this thread a bit short, and then I will add to it as I get comments, ideas and other things like that.
First of all, my opinion on mobs: they are dumb and can be easily predicted, making them not so fun as they could be. That is why I usually play on peaceful mode and servers with no animals - they are simply annoying.
What I am suggesting is that the mobs will try out multiple solutions to the same problems (stay alive or kill you, doesn't matter). For example, once a pig collides with a minecart, it will first think that the minecart is the source of its problem. Then when it gets ran over again and again, the neural network spots a pattern - the minecarts are moving on minecart tracks, so it will try to avoid them. Let's see about something more natural. I see a lot of mobs dying by just falling off a cliff. The neural networks will allow the mobs to spot a pattern in that too, so they will avoid cliffs.
So how about the enemy mobs? If everything will be perfect, they will start to find patterns in your behaviour. Yes, they should be able to pick a good moment - like when you have found something really rare, they will jump out and surprise you, instead of trying to kill you while you are concentrating on staying alive. Or for example people have moat traps. Some mobs would be able to find their way round them. They could also learn how to keep away from you while you are holding a strong weapon, instead of charging on you.
I am sure many of you will just say "NO! They are already too hard!"... Maybe so. That would mean there could be something that has to be given up when doing this change, for example making them weaker. Instead of having dumb, hard enemies I would rather have intelligent but weak enemies that surprise me.
EDIT: There will be a network for each kind of a mob (e.g. pig, skeleton, creeper)
Like if monsters starts aggroing you, they'll take chase and unless you are far away, they'll take the risk and walk off.
Didn't know about that, could you post a bit more information about that?
-Behave differently
-There would be no purpose if it was per mob (not mob type)
They used to have really good pathfinding (at least the enemies)
Hmm... Maybe make a new mob type that is more intelligent then? So a weak mob that is quite unpredictable...
Also as a coder it would be tremendously fun to play around with the genetic algorithms (they power the neural networks) and neural networks involved!
Nice work! You revived a 2 year old thread!
I don't know about this, it may break some mob farms and would be a total pain in the **** to code.
However zombies and skeletons should not have major changes over time as they do not have brains. All other mobs would make sense.