AI programming in ActionScript3 - actionscript-3

I am making a shooter game. So I managed to create simulated AI to some of my objects on stage i.e I move them whit script.
But now I have the Boss which usually have several types of movements and shoots different types of missiles.
Which type of AI should I use? Or should I also simulate it?
Coz I have seen several games that has bosses where they change dynamically their movement without certain pattern.

Use a state-driven agent. The Boss (the "agent") have several states, describing various types of movements or types of shoots. According to the context, the agent switch from one state to another.
You will find clear examples in the book Programming game AI by example.
You are lucky, the chapter dedicated to state-driven agents is available online here. Code examples are in C++, but it's extremely basic.

Related

How to create a people tracking with reidentification model?

I am currently working on a project where I want to build a model which can detect and track people with a unique ID. The main issue is when a person leaves the frame and comes back after some time. Currently, I am working with yolov4 and Deepsort to detect and track. But it is failing in this situation.
Please suggest some approach where we can do detection, reidentification and tracking of people or cars or any other object.
Thank you :)
Although YOLOv4 can detect people in an image/video stream, I think it might be too general in your case. When a person leaves the frame and comes back, ideally the model should remember seeing that person before.
One way to tackle this is to train on images of the people you want to detect.
E.g. in a system like yours, you could take multiple images of the people you want to track from different angles and label them using their unique identifiers. Afterwards you could train the model using this data (for your downstream task). This will ideally give more specific results for detecting and tracking people with their unique identifiers as opposed to the general people detection when using YOLOv4 as is..
That said, I understand that taking lots of images of people may not be practical in certain scenarios. In that case you may want to look at techniques that produce accurate results with minimal data such as domain adaptation (https://arxiv.org/abs/1812.11806). However in an application for tracking and detecting people, I'm assuming you want minimal misclassifications.. Hence you could say it's always a tradeoff.
You can find out more about dealing with lack of data in this article: (https://www.kdnuggets.com/2019/06/5-ways-lack-data-machine-learning.html)
However I think this is a better place to start for a re-identification model: (https://github.com/KaiyangZhou/deep-person-reid)
It has ample documentation to get you started..

Chess Engine - Confusion in engine types - Flash as3

I am not sure this kind of question has been asked before, and been answered, by as far as my search is concerned, I haven't got any answer yet.
First let me tell you my scenario.
I want to develop a chess game in Flash AS3. I have developed the interface. I have coded the movement of the pieces and movement rules of the pieces. (Please note: Only movement rules yet, not capture rules.)
Now the problem is, I need to implement the AI in chess for one player game. I am feeling helpless, because though I know each and every rules of the chess, but applying AI is not simple at all.
And my biggest confusion is: I have been searching, and all of my searches tell me about the chess engines. But I always got confused in two types of engines. One is for front end, and second is real engines. But none specifies (or I might not get it) which one is for which.
I need a API type of some thing, where when I can get searching of right pieces, and move according to the difficulty. Is there anything like that?
Please note: I want an open source and something to be used in Flash.
Thanks.
First of all http://nanochess.110mb.com/archive/toledo_javascript_chess_3.html here is the original project which implements a relatively simple AI (I think it's only 2 steps deep) in JavaScript. Since that was a contest project for minimal code, it is "obfuscated" somewhat by hand-made reduction of the source code. Here's someone was trying to restore the same code to a more or less readable source: https://github.com/bormand/nanochess .
I think that it might be a little bit too difficult to write it, given you have no background in AI... I mean, a good engine needs to calculate more then two steps ahead, but just to give you some numbers: the number of possible moves per step, given all pieces are on the board would be approximately 140 at max, the second step thus would be all the combination of these moves with all possible moves of the opponent and again this much combinations i.e. 140 * 140 * 140. Which means you would need a very good technique to discriminate the bad moves and only try to predict good moves.
As of today, there isn't a deterministic winning strategy for chess (in other words, it wasn't solved by computers, like some other table games), which means, it is a fairly complex game, but an AI which could play at a hobbyist level isn't all that difficult to come up with.
A recommended further reading: http://aima.cs.berkeley.edu/
A Chess Program these days comes in two parts:
The User Interface, which provides the chess board, moves view, clocks, etc.
The Chess Engine, which provides the ability to play the game of chess.
These two programs use a simple text protocol (UCI or XBoard) to communicate with the UI program running the chess engine as a child process and communicating over pipes.
This has several significant advantages:
You only need one UI program which can use any compliant chess engine.
Time to develop the chess engine is reduced as only a simple interface need be provided.
It also means that the developers get to do the stuff they are good at and don't necessarily have to be part of a team in order to get the other bit finished. Note that there are many more chess engines than chess UI's available today.
You are coming to the problem with several disadvantages:
As you are using Flash, you cannot use this two program approach (AFAIK Flash cannot use fork(). exec(), posix_spawn()). You will therefore need to provide all of the solution which you should at least attempt to make multi-threaded so the engine can work while the user is interacting with the UI.
You are using a language which is very slow compared to C++, which is what engines are generally developed in.
You have access to limited system resources, especially memory. You might be able to override this with some setting of the Flash runtime.
If you want your program to actually play chess then you need to solve the following problems:
Move Generator: Generates all legal moves in a position. Some engine implementations don't worry about the "legal" part and prune illegal moves some time later. However you still need to detect check, mate, stalemate conditions at some point.
Position Evaluation: Provide a score for a given position. If you cannot determine if one position is better for one side than another then you have no way of finding winning moves.
Move Tree and pruning: You need to store the move sequences you are evaluating and a way to prune (ignore) branches that don't interest you (normally because you have determined that they are weak). A chess move tree is vast given every possible reply to every possible move and pruning the tree is the way to manage this.
Transpotion table: There are many transpositions in chess (a position reached by moving the pieces in a different order). One method of avoiding the re-evaluation of the position you have already evaluated is to store the position score in a transposition table. In order to do that you need to come up with a hash key for the position, which is normally implemented using Zobrist hash.
The best sites to get more detailed information (I am not a chess engine author) would be:
TalkChess Forum
Chess Programming Wiki
Good luck and please keep us posted of your progress!

What design pattern is best for an RTS game in AS3?

I'm looking to get some good books on design patterns and I'm wondering what particular pattern you'd recommend for a Realtime Strategy Game (like Starcraft), MVC?.
I'd like to make a basic RTS in Flash at some point and I want to start studying the best pattern for this.
Cheers!
The problem with this kind of question is the answer is it completely depends on your design. RTS games are complicated even simple ones. They have many systems that have to work together and each of those systems has to be designed differently with a common goal.
But to talk about it a little here goes.
The AI system in an rts usually has a few different levels to it. There is the unit level AI which can be as simple as a switch based state machine all the way up to a full scale behavior tree (composite/decorators).
You also generally need some type of high level planning system for the strategic level AI. (the commander level and the AI player)
There are usually a few levels in between those also and some side things like resource managers etc.
You can also go with event based systems which tie in nicely with flash's event based model as well.
For the main game engine itself a basic state machine (anything from switch based to function based to class based) can easily be implemented to tie everything together and tie in the menu system with that.
For the individual players a Model-View-Controller is a very natural pattern to aim for because you want your AI players to be exposed to everything the human player has access to. Thus the only change would be the controller (the brain) without the need for a view obviously.
As I said this isn't something that can just be answered like the normal stackoverflow question it is completely dependent on the design and how you decide to implement it. (like most things) There are tons of resources out there about RTS game design and taking it all in is the only advice I can really give. Even simple RTS's are complex systems.
Good luck to you and I hope this post gives you an idea of how to think about it. (remember balance is everything in an RTS)
To support lots of units, you might employ Flyweight and Object Pool. Flyweight object can be stored entirely in a few bytes in a large ByteArray. To get usable object, read corresponding bytes, take empty object and fill it with data from those bytes. Object pool can hold those usable objects to prevent constant allocation/garbage collection. This way, you can hold thousands of units in ByteArray and manage them via dozen of pooled object shells.
It should be noted that this is more suitable to store tile properties that units, however — tile are more-or-less static, while units are created and destroyed on regular basis.
It would be good to be familiar with a number of design patterns and apply them to the architecture of your game where appropriate.
For example, you may employ an MVC architecture for your overall application, factory pattern for creating enemies, decorator pattern for shop items, etc. Point being, design patterns are simply methodologies for structuring your objects. How you define those object and how you decide how they fit together is non prescriptive.

Dependency Injection framework suitable for as3 games and regular rich media sites

Doing a bit of research on dependency injection frameworks for AS3 to retain loose-coupling of classes and boost our re-usability of code. I've been looking heavily at RobotLegs. There's a whole lot I still don't understand about the framework but it seems ideal for our regular Rich Media apps but has anyone used this framework for AS3 games? if so is it a good framework for games or should I be looking for another framework? I've heard that the MVC pattern isn't ideal for game design but would love to be set straight on this :)
I'd love to hear from anyone who's used a dependency injection framework for games, how it faired for them!
Cheers,
Anton
I used RobotLegs for a game that required integration with a few different backend services. One service gave me a multi-player lobby area to allow players to challenge each other, one handled the head-to-head gameplay after a challenge, and one allowed players to access information from their social network accounts.
From the beginning, I planned the game's architecture as if I were building a Rich Internet Application. The game itself was an implementation of a popular turn-based board game. Thinking about how to run a local game vs a network game definitely helped me stay on track with the MVC framework approach to game development. There was a ton of code that could be reused, and the difference between interpreting a local player clicking with their mouse versus receiving a message through the network to indicate that a remote player did something similar helped me see what logic simply couldn't be tied to the view at all. I was able to use models, commands, and mediators very smoothly, and in the end, it made the game's code more maintainable and easier to understand when I delivered it to my client.
I think most games will have a basic model that tracks the "board" whether it be pieces in a grid or enemy ships and asteroids out in space. Once you're thinking of the model as a separate entity from the view, it should be easier to imagine how player interactions through mouse and keyboard could trigger commands from controller to make changes to the model and notify the view of those changes. For some simple games, that might end up being a lot more work. For others, such as those where long-term maintenance or multiple input methods are required, it can save some headaches.
Let's think about the different views in a game for a second. Views can include a title screen, a settings/options screen, a multi-player lobby, high scores/leaderboard screen, and the main game itself (which could consist of many smaller views!). Many of these views can have models, like the list of high scores, the various settings (which should be shared between the options screen and the game views), the list of players waiting for a game, and the current state of the game, etc. By the way, need a way to save the game so that a player can restart where they left off? It's way easier to do that when the data is in a model and not tied directly to the view.
I think that too many Flash developers look at games as hugely different beasts from Rich Internet Applications. An MVC framework can be appropriate for a game, especially for multi-player and for games that you intend to iterate on over a longer period of time to add new content and features. The biggest challenge is making yourself remember the fact that cute, little furry critters running across your screen is just a visualization of data that might easily be displayed in a different way using DataGrid or a chart... though it may not be as fun to play with them that way!
RobotLegs is brand-new, so you'll struggle to find many people who've used it in production. They finally moved from release candidates to a first stable version last week. However, it has been created by a whole bunch of extremely well-respected coders and if your project is across the middle-to-long term, you will see adoption of RobotLegs explode during the lifetime of your project. It is going to be what all the cool kids are using! :)
(I have no stake, other than having occasional communications with some of the authors via Twitter and across the blogosphere).
HTH
AS3 is not my business at the moment, but game-frameworks are ;)
So, yes and no, MVC pattern are not your first choice, because you do not create that much views, controllers and models.
You have something more like an interface, some generic "engine" processing the game mechanic, and some database tables.
I currently use some aspects of MVC but not the complete pattern - "just the benefits".
EDIT:
You "can not say that:" MVC is not designed to be used inside a game (engine), because the MVC pattern only describes a logic, and not something pre-defined, like "the code always has to contain $x and must begin with include($y)".
It is just a design pattern, which does not directly affect the quality of the code, rather the progress and how you go on with your game design.

Estimating Flash project hours

I'm trying to estimate the hours required to build a group of 5 simple children's games in Flash. They will include such things as having kids drag and drop healthy food items into a basket; choosing the healthy and unhealthy food items by marking them in some way; etc.
I have no experience building games in Flash, but I have programmed in Flex and Actionscript. How many hours do you estimate for this project?
While your ActionScript background will help, I find Flash to be a VERY different experience from Flex and that proficiency in one environment does not translate well.
Is there a compelling reason not to use Flex? I think you would likely be much more efficient.
That aside, the mechanics of a simple drag and drop game could be put together fairly quickly. There are some good examples of basic drag and drop around. It can be a little tricky to get the mouse coordinates right if it is your first time.
That aside, there are other hidden costs you need to remember. Connecting infrastructure for example. Are the games connected in some way? Is there a running score or persistence that might imply authentication? Is there a story?
Also, If your forte is programming, don't underestimate that challenges of obtaining or creating art and sound assets.
Before you can estimate the time you'll need to break down what the games do. In other words, you'll need to write up very clear and definite requirements. You may even need to write up specifications. Once you've analyzed what the software should do, the estimate will also take a while - one part for example is figuring out whether there's already software that does what you want.
In my opinion, the best way you can possibly estimate a programming project, especially one in a technology you don't understand, would be to apply the Use Case Points methodology. Basically you break the project up into use-cases (what the users are trying to do) and actors (the user types and the system itself) and then list a few team and environment factors (how big an issue is code re-use, how familiar are you with the lanaguage, etc.) Studies have shown that it's more accurate for inexperienced developers than estimating based on features alone.
A google search for "use case points estimate" reveals many useful links. This explanation of the methodology seems to do a good job explaining how it works, though I've not read the entire thing. This worksheet will help when you're ready to start listing points.