[Mod] Alive AI V4.8 [aliveai]

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AiTechEye
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[Mod] Alive AI V4.8 [aliveai]

by AiTechEye » Tue Dec 20, 2016 13:49

Image
Alive AI: the survivor ai mobs

Version: 4.8
Depends: default
Licenses: code and media CC0

https://github.com/eidy/aliveai (github download by lordfingle)

https://forum.minetest.net/viewtopic.php?f=9&t=16858 more ai by Diamond knight


NPC AI mobs that can mine, craft, build, fight, escape, eat, climb+ladders, avoid heights/hurting blocks, use tools, remember enemies, swim/drowning, talk, shop, steal...

The mobs will basically look for stuff it needs, mine, craft, build houses in randomly sizes, materials (depends on its ambient and what it have) with furnitures, and do things it needs to do.

Spawner block (works with mesecons)
aliveai:spawner

aliveai:copy
use to generate building instructions code that the bots can use

aliveai:genbuildingtool
generate random buildings (same as bots builds)

bots can aslo buy using smartshop

bots can call bots like: <name> come
players can do: <name> come
and <team> come
default teams are Sam and Jezy ... eg: Sam come


Commands:
enable/diable bot status
/aliveai status=true
/aliveai status=false
show count of bots
/aliveai count

Version stuff
+ Spoiler
Attachments
ByAiTechEyeV4_8-aliveai.zip
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ByAiTechEyeV4-7--aliveai.zip
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ss.jpg
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Last edited by AiTechEye on Sun Apr 02, 2017 11:32, edited 175 times in total.
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Re: [WIP] Alive AI (IA-Mob) [aliveai]

by TheReaperKing » Tue Dec 20, 2016 14:39

Some inspiration/helpful code from mods that do similar:

Towntest:
viewtopic.php?f=11&t=3223

Bell's Fork of Towntest called TownChest:
viewtopic.php?f=9&t=15704

I'd love to someday see something similar to this Minecraft Mod:
http://millenaire.org/

And/or this one:
https://wiki.minecolonies.com/
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Re: [WIP] Alive AI (IA-Mob) [aliveai]

by AiTechEye » Tue Dec 20, 2016 15:18

it wont be a pet or mob that you can control, or something that just walks around randomly.
make it kinda players, so we not are alone in singleplayer

it would good, if there are code, to make the bots use tools, and maybe a fake inventory, and use things like players
should the bots use the "home" priv?



The build system is flexible, it using group:item if it are added, it makes the bots can use difference nodes to build same things.
so if the bot build a wood place in a jungle, will the house probably be in junglewood, or in more colors if it need.

code to build a test building, into the first ? are how much the bot basically need to build and how big the place are.
next are what to place, the line will be nodes and positions, the letter w are group:wood
w 48,?4*4?w 20,a 8,w 8,a 8,w 20,
Last edited by AiTechEye on Sat Dec 24, 2016 14:01, edited 2 times in total.
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Re: [WIP] Alive AI (IA-Mob) [aliveai]

by Diamond knight » Fri Dec 23, 2016 15:48

Maybe the bot could set up shops of it's own and use something similar to mobtalker (old mod look it up)
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Re: [WIP] Alive AI (IA-Mob) [aliveai]

by TheReaperKing » Fri Dec 23, 2016 16:37

What you are saying is very similar to Millenaire so I definitely think it'd be great to look at for inspiration:
http://millenaire.org/

Millénaire is a mod for Minecraft, a 3D sandbox game. It aims to fill the "emptyness" of Minecraft worlds by adding NPC villages to it, with loose 11th-century Norman, Japanese and Mayan themes and additional cultures planned.

Villages are populated with men, women and children of various kinds, who perform tasks such as trading with the player, expending current buildings or improving existing ones, cultivating crops such as wheat in Norman villages and rice in Indian ones, crafting tools and powerful amulets, etc. As the village expends, the number of villagers increases as couples have children who grow up into new adults.

Help villages grow by trading with them and be rewarded with unique items such as Normand and Indian food or statues and tapestries to decorate your house with. And if they start liking you enough, they might even build you a house of your own.


One cool thing is in addition to the villages the NPCs would work on building themselves, that you could help them with by donating materials, is that there were bandit lairs. So sometimes hanging around a village you'd hear a warning go off and bandits would be attacking and the villagers would be trying to fight them off. You can help them out of course and even track down the bandits lair and eliminate them and get their treasure. Cool stuff. The NPCs having kids was a pretty neat touch too.
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Re: [WIP] Alive AI (IA-Mob) [aliveai]

by AiTechEye » Fri Dec 23, 2016 23:44

it will be kinda same for the alive ai, you can help them, be there frends or enimis and more :-)

i will upload an update as soon, when i fixed the gravity and clip-using,(so it not walks and fall from every cliff)

it can corrently craft things in 3 steps, like wood, chests, signs, fenses, furnaces... and fixed a lot of errors


Diamond knight wrote:Maybe the bot could set up shops of it's own

good idea. but it would be shops, that they can sell and make money with
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Re: [WIP] Alive AI (IA-Mob) [aliveai]

by GreenDimond » Sat Dec 24, 2016 00:33

UjEdwin wrote:currently i want to add
can mine randomly
plant food or hunt animals
stealing
crafting (done)
fighting
talking / chat
(maybe use shops)
have names
and more

it wont be a pet or mob that you can control, or something that just walks around randomly.
make it kinda players, so we not are alone in singleplayer

it would good, if there are code, to make the bots use tools, and maybe a fake inventory, and use things like players
should the bots use the "home" priv?



The build system is flexible, it using group:item if it are added, it makes the bots can use difference nodes to build same things.
so if the bot build a wood place in a jungle, will the house probably be in junglewood, or in more colors if it need.

code to build a test building, into the first ? are how much the bot basically need to build and how big the place are.
next are what to place, the line will be nodes and positions, the letter w are group:wood
w 48,?4*4?w 20,a 8,w 8,a 8,w 20,


Names, fighting, and chat are easily done.
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Re: [WIP] Alive AI (IA-Mob) [aliveai]

by TheReaperKing » Sat Dec 24, 2016 01:05

Subscribing to this thread, I'm so pumped! Living NPCs and towns are something I've been hoping for in Minetest for a LONGGG time.
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Re: [WIP] Alive AI 0.?2 (IA-Mob) [aliveai]

by AiTechEye » Sat Dec 24, 2016 14:28

Names, fighting, and chat are easily done.
yeah, but in this case it will be different parts

like temper, will it keep fight or escape and hide, is it a friend or enemy or team
names will be used when they are using stuff.
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Re: [WIP] Alive AI 0.?2 (IA-Mob) [aliveai]

by Inocudom » Sun Dec 25, 2016 04:23

To see actual bot players in Minetest is something that I find to be exciting. You will likely want them to respect protection mods though.
 

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Re: [WIP] Alive AI 0.?2 (IA-Mob) [aliveai]

by AiTechEye » Sun Dec 25, 2016 13:51

that's a very basic part

but a problem are to let it know how stuff from mods work, like if something are locked, as default will it check for "owner" in the node metadata, and "main" as inventory.
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Re: [WIP] Alive AI ?3 (IA-Mob) [aliveai]

by AiTechEye » Sun Dec 25, 2016 22:56

When i fixed errors and made craftsystem works correct then it stops to work and solve its own bugs again.
i made it able to do things and understand what to do, as well it wont work next time and I have to start over several times.
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Re: [WIP] Alive AI 0.11 [aliveai]

by AiTechEye » Fri Dec 30, 2016 11:27

Now it should be able to mine ,craft and build without any problems, because it will ignore everything that messing after a while.
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Re: [WIP] Alive AI 0.11 [aliveai]

by GreenDimond » Sat Dec 31, 2016 00:25

Maybe add ability to remember what he has. Whenever game crashes, I have to start over and give him what he needs.
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Re: [WIP] Alive AI 0.11 [aliveai]

by AiTechEye » Sat Dec 31, 2016 08:26

Edit:
fixed, all settings was ignored
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Re: [WIP] Alive AI 0.2 [aliveai]

by Diamond knight » Mon Jan 02, 2017 16:58

maybe they could use and craft weapons and armor (optinal dependancy to 3d armor)
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Re: [WIP] Alive AI 0.2 [aliveai]

by AiTechEye » Mon Jan 02, 2017 17:40

i will try that later, when the house code generator are done.

it makes bots will build randomly houses (not predetermined constructs)
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Re: [WIP] Alive AI 0.2 [aliveai]

by orwell » Tue Jan 03, 2017 13:46

Nice. That's actually something I wanted to start but didn't have time yet. Let's see if I can contribute. I'd like to see something like millenaire in minetest, and this is on a good way.
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Re: [WIP] Alive AI 0.2 [aliveai]

by TheReaperKing » Tue Jan 03, 2017 13:58

orwell maybe even eventually the NPCs will be driving your trains haha. That'd be interesting, like train stops and subway stops, weee
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Re: [WIP] Alive AI 0.21 [aliveai]

by AiTechEye » Tue Jan 03, 2017 17:46

they are too dumb to do things like that :-)

there was also a bot that just buildt hims home, then tear it to build next house...
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Re: [WIP] Alive AI 0.21 [aliveai]

by orwell » Wed Jan 04, 2017 12:06

Actually they just have to sit inside the driver stand and pretend to do something, the rest is done by ATC in secret...
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Re: [WIP] Alive AI 0.8 [aliveai]

by AiTechEye » Fri Jan 06, 2017 11:06

Now there are a lot more to test

+ make you to a "member" if it picks up a drop by you and the bot need it, it wont fight you, until you hurt it
+ hurts by blocks
+ avoiding hurting blocks
+ swim/drowning
+ use ladders (up)
+ settings to customize the bots
+ use tools (long/near view)
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Re: [WIP] Alive AI 0.8 [aliveai]

by orwell » Fri Jan 06, 2017 12:40

Great work! I tried it. It's fun to watch the NPC building a house. Please continue working on this.
Some ideas that I had regarding a mod like this:
-> Maybe have some sort of "task stack". Tasks that require other tasks could be added on top of each other. Example:
-You want to build a house. Task "Build house".
-To build house 200 dirt are needed. Push "Get 200 Dirt" on top of stack.
-This task "Get 200 Dirt" spawns a new task "Mine dirt" until 200 dirt are reached and then disposes itself.
-"Mine dirt" finds out the next position of dirt and if it's not in range, spawns another task "Go near position". After this completes, the bot can:
-mine the dirt and dispose the task "mine dirt"
-(when 200 dirt are available) dispose the task "get 200 dirt"
-continue building the house by spawning tasks "build node at position"
a.s.o.

-> some code to actively build ways to a required positions (place single dirt blocks to climb 2 nodes high heights, or dig into the ground to get stone)
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Re: [WIP] Alive AI 0.81 [aliveai]

by AiTechEye » Fri Jan 06, 2017 15:44

yeah, the bots works in that way (get instections and what it needs --> mine --> search space --> build --> done)
if no task (in this case "mission") and dont have a home (position):


1: generate house code, 2 and get list with stuff it needs, an item can look like (item="default:wood",search="group:tree",n=235)
3 search the nodes (mine) and dig if its near or can reach it
one by one will the items in the list will be ignored after a time, default is 200s, or it will search for the items for ever.

if it have all items or the list are gone, will it check for space to build on, then build.
4: search space on its position and look for space in x+,x-,z+,z-
5: the bots will build of randomly blocks, also by stuff that are near it, like dirt,sandstone, stone...

but this needs
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Code: Select all
some code to actively build ways to a required positions (place single dirt blocks to climb 2 nodes high heights, or dig into the ground to get stone)


the bots can jump(climb 2 blocks high
it can also see if it can go under and reach stuff it needs.
a question are, how it will steal things, its have support to steal chests, and its content, but are not used.
i want it to steal from players/bots hand, but it would be a problem, if it fights, they becomes pretty aggressive.

+ the mod need to be hard tested
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Re: [WIP] Alive AI 0.81 [aliveai]

by Chibi ghost » Fri Jan 06, 2017 17:09

sounds interesting
 

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Re: [WIP] Alive AI [aliveai]

by AiTechEye » Sat Jan 07, 2017 21:14

in V1:
+spawn bots on dirt, sand,snow
changed spawner
+death anim and smoke if its in lava/fire
+max 5 bots (spawns by it self / new bots, does not affect already existing bot)
+max 30 bots (does not affect already existing bot)
+customizing
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Re: [Mod] Alive AI V1.1 [aliveai]

by AiTechEye » Mon Jan 09, 2017 18:14

Now they are bit more fun
V1.1:
+ targets to function customizing
+ abort pathfinding when punched
+ talking
+ call help if needed (same team) (players can also do <name> come)
+ fight with .type="monster" or enemies
+ selecting targets randomly
+ can run
+ jump over holes (but still not deeper then 7)
+ fixed speedbug with mobs redo
+ show health when hurted
Last edited by AiTechEye on Tue Jan 10, 2017 16:56, edited 1 time in total.
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Re: [Mod] Alive AI V1.2 [aliveai]

by Chibi ghost » Mon Jan 09, 2017 19:41

cool
 

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Re: [Mod] Alive AI V1.4 [aliveai]

by Diamond knight » Wed Jan 11, 2017 03:05

What I meant is make mining take time and they be able to craft and use tools, and swords making them do more damage (see creatures mod pack)
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Re: [Mod] Alive AI V1.4 [aliveai]

by AiTechEye » Wed Jan 11, 2017 12:20

got it, mining will take 3x longer time (will not be dependent of different tools, because it would curse problems)

will try to make it pickup and use tools damage, check for damage_groups = {fleshy}
would be better if it was possible to use tools like players (tools wihtout .on_use)

looks like players in the creatures mod are attached to mobs,so its not mobs itself that using tools.
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