Author Topic: Who's published a game and found my 'Roguelike Intelligence' articles useful?  (Read 18788 times)

Bear

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Hi.

I know I've been gone for a while, but I wanted to drop by and ask:  Have the authors of any published roguelike games found my 'Roguelike AI' series of articles useful?  And if so, would you mind if I put the names of your games somewhere on the articles, or on my webpages?





Krice

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It could be useful to have a link to them.

AgingMinotaur

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Nice to see you around, Bear. I always try to mention "Roguelike Intelligence" when the topic comes up, and both my rl projects (Squirm and Land of Strangers) borrow heavily from it. I can't honestly claim they cast off a lot of reflected glory for your articles to bask in, but do feel free to mention them, of course.

As always,
Minotauros

Edit: Krice, here are the articles. Bear, if your request doesn't garner a lot of response here (it's been a bit quiet lately), you could try over at the roguelikedev section at reddit.
« Last Edit: July 25, 2017, 12:58:08 PM by AgingMinotaur »
This matir, as laborintus, Dedalus hous, hath many halkes and hurnes ... wyndynges and wrynkelynges.

Bear

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The series of articles on my blog: 
http://dillingers.com/blog/2014/05/10/roguelike-ai/
http://dillingers.com/blog/2014/05/11/roguelike-ai-2/
http://dillingers.com/blog/2014/05/12/roguelike-ai-3/
http://dillingers.com/blog/2014/05/14/roguelike-ai-4/
http://dillingers.com/blog/2014/05/15/roguelike-ai-5/
http://dillingers.com/blog/2014/05/16/roguelike-ai-6/
http://dillingers.com/blog/2014/05/28/roguelike-ai-7/
http://dillingers.com/blog/2014/05/29/roguelike-ai-8/
http://dillingers.com/blog/2014/06/15/roguelike-ai-9/

I had almost forgotten about the copies on roguebasin.  The ones on my blog get a lot of hits from India and Japan, but absolute silence in terms of who's using them over there.  I think somebody's using them for course material.  And I see a fair number of hits from Reddit, but again silence in terms of who's using them.

Does anybody else remember that the guy who was working on "Dont Starve" used to hang around rec.games.roguelike.development while he was working on it?  He was in Finland, and talked a lot about the survival challenges of winter and finding food and so on in the context of his emergency training there.   

I was looking yesterday though, and every mention of his name and "Dont Starve" has been scrubbed from the Google Groups archives of rec.games.roguelike.development.   It looks like they're selling hard the story that that game was strictly developed at or for "Klei", about two years later.

I hope they paid him well for it, but I'm a bit upset, because he credited my articles with a lot of the AI ideas while he was working on it, but now the posts where he said so are gone.  If "Klei" is now pretending that it's all developed in house, then obviously they're not even crediting him any more.

Bear

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Also didn't Binding of Isaac and Spelunky use some of that material?

Rickton

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Not published yet, but I believe I used the Stateless AI article as a starting point.

EDIT: I guess technically the Possession 7DRL was released, and it did.
« Last Edit: July 30, 2017, 12:54:34 PM by Rickton »
Creator of the 7DRL Possession: Escape from the Nether Regions
And its sequel, simply titled Possession

Krice

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He was in Finland, and talked a lot about the survival challenges of winter and finding food and so on in the context of his emergency training there.

Really? Isn't that army special forces training stuff they do. Oh, those jolly lads. Anyway, why are you so interested about usefulness of your articles? I think they are ok, but nothing that spectacular really. Obviously old school roguelikes have bad AI and in that context better AI would be nice I guess. Then again who knows how much it would affect to gameplay balance if the AI was really hard.

AgingMinotaur

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I think the interesting thing about state-driven AI (especially if taking into account ideas from stuff like behavior trees) is not so much that one can create tactically challenging AIs (although that's nice too, of course), but you can get very specialized behavior, AIs who seemingly "deduce" what they want/need and how to achieve it.

As always,
Minotauros
This matir, as laborintus, Dedalus hous, hath many halkes and hurnes ... wyndynges and wrynkelynges.

Zireael

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State driven AI was something that was always on my 'maybe do sometime' list and I learned it from the Roguelike Intelligence series. I hope that this time I'll actually succeed :P

rsaarelm

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Not yet, but thanks for mentioning them. I'm around the dev stage where I need to start adding some more interesting enemies with my game right now, I'll go re-read those now in case there's something I can pick up and use.

Slash

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I do recall your articles from back then, I know I perused them and read them a lot and they were very inspiring. My published roguelikes are far from popular, but feel free to mention them. My AI modules are super simple and probably didn't manage to implement a lot of what you had there, favoring simple gameplay that could be devised by the player vs. a more intelligent and complex behavior. But I know these articles really got me into diving into the world of roguelike development to attempt to make complex simulations of living beings.

Now that I remember, I think I mentioned them in my University thesis back in 2007.