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AI is now on Trello Board - UE4 tutorial and UT^2: Winning Botprize 2012 Entry

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  • replied
    Originally posted by _Lynx View Post
    [MENTION=192]RattleSN4K3[/MENTION], with today's new build release, Release branch is now actually behind until the "floodgates" are lifted
    I know. But you still need to use the revision matching the client's changelist, always. Release branch is not kept up-to-date nor kept up to par even if such floodgates wouldn't exist. Test builds are pushed into the release branch as well. The specific revision I've linked in the previous post is a demonstration of that (for the previous release as mentioned). The last commit from the release branch isn't compatible to the client build. A general statement "the release branch is compatible" is not fully true. The clean-master can also be "compatible" to the client build. And even the release branch can be incompatible due to cherry picking changes from the clean-master branch (respectively P4 on Epic's end).

    Since the official builds are no more tagged, you always have to find the specific commit which updates the version/changelist to match the official builds's changelist.

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  • replied
    [MENTION=192]RattleSN4K3[/MENTION], with today's new build release, Release branch is now actually behind until the "floodgates" are lifted

    Leave a comment:


  • replied
    Originally posted by _Lynx View Post
    [MENTION=283616]Drosera[/MENTION]

    Which branch are you compiling? If you are pulling clean-master this is always the most up-to-date code, so the client won't be compatible with the release server. If you want to compile a version that is compatible with this server you should pull and compile release branch.
    ... with the specific changelist matching the client's changelist version. For the previous release (5/12/2016) it would be 6f4471f40fd81efa1ad174abb20bf181af68c758. The release branch already has newer commits which would result into an incompatible build as well.

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  • replied
    [MENTION=283616]Drosera[/MENTION]

    Which branch are you compiling? If you are pulling clean-master this is always the most up-to-date code, so the client won't be compatible with the release server. If you want to compile a version that is compatible with this server you should pull and compile release branch.

    Leave a comment:


  • replied
    Hi !
    We are not the UT^2 guys but a team of researchers who work on related subjects. We would love to be able to use UT4 for our research but we didn't manage to get it work so far.
    One of our requirement is that different bots can connect to a server. For now, we can compile a client, a bot (like CustomBot), but not the server, so we have no way of getting started.
    We did try to use the server from this link but it's not the same version as our client so we need to recompile it.
    If ever someone come across this post and know how to help us getting started we would be very happy to have an answer

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  • replied
    Originally posted by laernut View Post

    I've also sent them an email, seeing if they are interested, I'll update this post if they reply.
    They never replied to my email

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  • replied
    Bumping, this could really rule.

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  • replied
    I'm totally with you on getting the UT^2 guys in.
    Regardless of how good this would be for the game itself, it could be used for marketing purposes too.

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  • AI is now on Trello Board - UE4 tutorial and UT^2: Winning Botprize 2012 Entry

    Great to see this making an appearance.

    First thing which came to mind was this tutorial for people who haven't played with AI in UE4 yet: AI Bot - Blueprint Scripting - Unreal Engine 4

    Also, I was thinking it'd be interesting if it was at all possible to get these two people involved, Jacob Schrum and Igor V. Karpov.
    I came their work: UT^2: Winning Botprize 2012 Entry (http://nn.cs.utexas.edu/?ut2)while) doing some research for AI for making some bots for Unreal Engine 4 (UE4). Techspot link: (http://www.techspot.com/news/50354-c...e-players.html)

    What is really cool about their work is making bots which seem like they are human, from Techspot article:
    Amongst some of the interesting behaviors baked into these clever AI algorithms were grudges. Computer opponents would sometimes angrily pursue certain players of interest, often to their own detriment -- an undoubtedly human thing to do.
    From the phys.org article, quoted by Techspot:
    If we just set the goal as eliminating one's enemies, a bot will evolve toward having perfect aim, which is not very human-like. So we impose constraints on the bot's aim, such that rapid movements and long distances decrease accuracy. By evolving for good performance under such behavioral constraints, the bot's skill is optimized within human limitations, resulting in behavior that is good but still human-like.
    I've also sent them an email, seeing if they are interested, I'll update this post if they reply.
    UT^2: Winning Botprize 2012 Entry - Would you have time for new Unreal Tournament / Unreal Tournament 4?

    Hi Jacob and Igor,

    I came across your work: UT^2: Winning Botprize 2012 Entry (http://nn.cs.utexas.edu/?ut2)while doing some research for AI for making some bots for Unreal Engine 4 (UE4). Techspot link: (http://www.techspot.com/news/50354-c...e-players.html)

    I have a UE4 subscription ($19US per month - https://www.unrealengine.com/register) and am participating in the community for the creation of the new Unreal Tournament / Unreal Tournament 4 game.

    AI has just been added to the roadmap: Preliminary AI investigation (https://trello.com/c/TV10Hg1j) for the game and I have mentioned your work here in this thread: https://forums.unrealtournament.com/...ize-2012-Entry

    While Epic are not looking for direct community input at this time (Trello card is not tagged purple / "Community Help Needed"), in terms of implementation, if either of you had the time to get involved I believe the whole UT community would appreciate it.

    Thanks.
    Last edited by laernut; 08-28-2014, 01:34 PM. Reason: Added email
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