Criss
REGAI - Blueprinting regex-AIs
I think AI's work like pathfinding.
A → B → C → D
A → B = distance of 1
A → D = distance of 4
If the AI follows the shortest path, and searches a path between A and D, it will result in A→B→C→D in the processor register / cache / short term memory.
If you search a path between ADJECTIVE and A, you get A's ADJECTIVE linked between A and ADJECTIVE, which allows you to form sentences.
And sentences are nothing else but program code. Each word, letter or sentence is a little program.
And (A & B)
sentence (struct {typeA, typeB, …})
are (1, 2 = …)
nothing 0
else (all options - previous)
…
In the above thread, I have written everything I have learned.
Ofcourse I also learned how to mathematically express human behaviour, but that's a thing for the database, not the cpu-design.
Here is a great page on path finding.
PathFinding.js
You can see and try out many types their and learn how they work its iterative and visual
AI and path finding are two different things. AI is actually made up of different parts and methods. Path finding can be one function an AI can use.
Most people thing of neural networks and state machines when it comes to AI. However there is a lot more. A good resource is the online open course ware through MIT on the topic. You can watch the lectures and so on for free. Probably the lowest form of AI is a smart function it simply learns and adjusts its output based upon feed back inputs. An example would be say you have a crane trying to get from point A to B and reach it in the most efficient time. The function may look at ramp up speed traction, max speed travel time when it applied brakes how hard it braked and all the corrections it need to make to get to the exact position it was trying to get. The crane has data like the when size it is running on is a certain diameter it receives data from a lidar system to indicate its position and calculate velocity so on.
The corrections it might be ramp up speed faster or slower when to apply brakes how much to apply brakes.
A state machine is probably best described in a simple example. Lets say you have a coffee pot. It could look at the time, is the water level full is their coffee grounds in was the filter changed... Depending on the state of each of those systems it could decide to brew coffee at a certain time or it could send you a text message to your phone to change the filter and grounds out or even that you have made X amounts of coffee maybe time to hit the store and buy some more. It is used in game AIs quite often to dictate animated character behavior. Example; if health falls below this value run away or heal ...
Anyway, I'll stop there it can fill several books with this and not sure how much you really want to know on it.
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We have both :p
Hingy/slidey doors can be done in SM with rails to create moving parts (or even clever use of logic blocks & regular "doors" in some rare examples)
true but you need to hide the docker and core. But not to bad if you do't mind putting the rail upside down and hiding them under the floor and so on.You can even make a door that slides between to narrow walls in starmade. because you can use the partial slabs for walls and two blocks of partial slabs can pass through the same block space.
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I'm not even sure the doom laser in the trailer works. How is that setup? What process does a player have to go through to tell the game that four lasers on four separate moving parts should combine and form one mega laser? Watch the trailer again. Does the ship actually blow up or was it covered up with the explosion animation to hide the fact that it's still there. The trailer proves that you can build these things, but not that they really work. It's a "what if" sort of thing. Of course it's early to claim the game will deliver or not.
I just wanted to point that out. Aside from that, compact logic is likely never happening. Compacting logic will decrease performance. There are players that would have every door on their ship change, every display swap text. Denser logic = performance impact. Also, there is little actual gameplay impact when it comes to logic. Logic is good for automating weapons / jump drives right now. But sliding doors and the like mean very little in the way of how you play the game. What is the difference between opening a door block, and pushing a button to slide the door open? Not much. Compact shapes would be great, but we would rather keep things straight forward. One size fits all.
Holographic maps sounds nice and we thought about it at one point. It's a cosmetic rp thing for the moment until we integrate it with gameplay, so something like that is put on hold while factions/npc's/the universe gets fleshed out.
I get what you are saying it could all be CGI after effects. But honestly there is no reason nothing hard was done.
Actually the doom laser would be fairly easy to do. Much the same way you have multiple weapons systems connected via the computers on here all you need is to write code that tells them to calculate a center connection point then draw beams to that point and then to the ship.
The ship glowed for a for a few seconds brighter then it actually disappears right before the explosion.
The ability for it to destroy the ship vs several blocks is just them only measuring that weapons against total ship HP vs a blocks HP. And yes they done both in the movie. That is more than easy enough to do. You are after all able to apply different effects to weapons and so on it is no different in the long run.
And if you moved logic into something like a PLC and then wrote a cross compiler to make it java code and act as part of a state system it would run vastly faster and clean up most the lag issues related to logic. To prevent to large of programs allow one PLC per ship and 50 rungs. That would be enough to control 50 things on the ship and cause less than 1/100 the lag you currently deal with.
Your analogy of the door only works if you think of doors that are based on doors similar to plex not on railed systems.
Agree with the assessment of the hologram far more pressing issues in the game.