Idea for a unit here: Shielder: a unit with a large blocking shield and a small dagger. This unit you act as a form of blocker to block enemy fire, but unable to do lots of damage.
idea: Medics should only be rewarded based off the amount of health healed, this will prioritize keeping all allies alive, including other medics while also making sure soldiers and musketeers are alive so they can damage the enemy
Could also make medics a "neutral" team - their goal is just to heal as many people as possible as often as possible before they die, but they are not affiliated with any team Could be particularly interesting if that leads soldiers to learn to be selective about killing medics depending on the circumstances of the battlefield somehow
Reminds me of SW battlefront 2. Jawas were considered a neutral team on Mos Eisley. Unfortunately, they could still capture the flag, and it counted as friendly fire when you killed them. So annoying.
Idea: Battles are generally entertaining because there are a lot of stories happening at once in a great scale. If units had fear/bravery factors, which could come up when facing a stronger opponent, being surrounded or near death, they could use that fear to make decisive movements. This will also allow them to break away from strategies. This should be interesting because it will make these characters more life like and potentially make soldiers adapt new methods like banding together to attack or creating formations. Thanks for reading lol
Unit Idea: Scout. A fast-moving unit that can put down a marker that increases the damage (say, 30% or so?) of nearby allies and allows them to see further (representing recon on the battlefield). The marker would last for a limited time (maybe 60s or so to allow time for allies to arrive) and would also only be able to be placed while nearby an enemy. That way it prevents using them as a form of fortification rather than a directive. Scouts would likely not be able to attack very effectively (otherwise I could see them being too powerful), so maybe instead they can have a stealth effect that keeps them until they get close. Anyhow as the idea currently is written, the benefits of such a unit include: - Acting as a counterbalance to Muskets and other ranged troops as Scouts can get in close and then attack / encourage allies to do so. - Providing a reason for troops to actually move towards each other. Potential side ideas for it (food for thought): - Maybe being in the area of a marker would provide a tiny reward for non-scout units to encourage them to go to them. - Maybe scouts themselves should be rewarded for successfully placing a marker. - Ideally markers could be seen irrespective of distance. Maybe in addition to the standard rays used by agents to detect other agents, there could be "tactical rays" that go further than normal and only interact with Markers / other future units with non-combat significance (eg. Commanders). This way the AI can actually detect markers within enemy lines easier, further cementing the scouts' use as a means of directing other units as opposed to a typical support unit. - Maybe markers could somehow provide vision for allies? Not sure how it would function using raycast, but this would be the ideal way of implementing true recon without actually crashing your PC.
Heres an idea: a leader that is chosen by being the mvp of that team that rewards units that are near and it would be like a king or something to encourage protecting the unit.
I love the leader idea and it was on my to do list with quite a high priority! I like the idea of making the MVP unity the leader, but it might be confusing once it dies :D The soldiers will just gather at his body Instead I was thinking of a specific unit which if killed, the team loses!
@@Zuzelo By the way, maybe giving your units additional rewards for staying in the center for warriors, in the back for archers, and near other units (especially warriors) for medics, will help the tactics used for both teams?
Did not expect a tie! If you are taking suggestions for new units I think that there could be some sort of commander that would have a bubble (like medic) that could put units into a formation or buff stats? Good video!
I think that creating an environment that allows for hiding and camouflage to be important to this give them a randomly generated environment with the ability to camouflage in front of the object if they look like a similar color to the object behind them
it might be a good idea to make it so the medics can't heal each other or at least heal each other less? and maybe give them a small attack to break ties?
then ai understand that the first task it's to kill healer , maybe you can make that when healers heals too much they lose life points, or maybe they have a budget@@Zuzelo
I think if you could give the pogos at least one extra output that is also returned when that unit is seen, that might help them coordinate a lot. Also it sounds like they don't see the relative angle of the thing they see? So they don't know if they are seeing the opponent's back or not, which is important because if they see the back they should know that particular unit can't respond to them. Also a way to see enemies through allies could help with the confused wander that plagued the melee dudes, because presumably they just couldn't see anything but allies and so had zero landmarks to orient with. Might also be able to solve that by letting them know their x,y position. But you would probably need to make them swap sides regularly so they don't overfit 'go left' or 'go right' if you did that.
You are correct. The soldiers have no clue about the rotation of other soldiers, it might be worthy to try and add it, but might be challenging considering the amount of soldierd As for seeing through the allies, technically that is possible. The agents have 2 sets of eyes, one sees only enemies and the other only allies. So allies can block other allies, but not enemies
Add a negative point system for friendly kills to prevent negligent friendly fire. Id be interested if the gunmen line up on the front instead of shooting through each others heads lolol
I think you should revise the rewards of the dudes. I'm gonna use numbers as examples. Let's say the scores were. Still alive: -1. Die: -1. Kill: 2. Instead, try. Still alive: -5. Die: -10. Kill: 20. See enemy: 1. Heal ally from damaged state to full: 5. Kill friend: -30. Assuming the dudes don't have infinite spotting range, this should make it so that the dudes will try to keep close to the enemies, since just being near them and spotting them gives reward. (Just realized it might end in lines forming just standing there, but i digress). The hefty penalty for killing a friend is to discourage random shooting, the musketeers should also move more to be in range since spotting now gives reward. The medics will get reward for being close to allies, but only if they heal a damaged friend. Saw someone suggest lowering medics heal rate to other medics, but i think there's just a bit too many medics, it almost looked like a third of the dudes were medics and that is too much. Hence the odd medic lines forming. Something that can be interesting to try, is to add a -1 to NOT see an enemy. That should make it so that they dudes will move towards the enemies with purpose since the penalty for bumming around the edges stacks up to be severe. Don't know how often the spotting penalty should tick. Every second? Every five seconds? Kinda often but not all the time. If the spotting works as i hope it would, you could even give a reward for surviving the battle. Instead of punishment.
Thanks for such an elaborate suggestion! I am constantly attempting different reward functions to see which works better and try to adapt them for each soldier. I think rewarding for aiming is a good idea worth trying. Also, medics definitely need a nerf :D It is important to have simple rewards (that can be easily associated with an action), otherwise the agents might get confused during the training and wont learn
Here's an idea: Have medics have a "healing Meter" that starts at and is capped at 100. Every second they're idle, they regenerate about 10 points. Every second they heal an ally, they lose 15 points, and it takes about 2 seconds to heal an ally to full HP. To prevent medics from just spamming the healing, it also has a 15 point starting cost. If a medic has a full meter, they can revive one dead teammate, and thier meter will drop to 0. These values can (And probably should) be adjusted if need be.
If you aren't already, have you considered using spatial indexing to optimize your ray casts? You could significantly improve performance by querying all soldiers within the view area of each soldier, then only ray casting towards the soldiers matched in view. Might be worth while if you wanted to get more out of your training hours or run for longer!
Yeah, but I am pretty sure that querying all soldiers within a view area is more expensive than shooting more raycasts. You need to do that for every single agent, to find the agents in his view cone at every frame and then still draw the rays. Usually drawing raycasts is not too costly My main bottleneck is rendering of the agents
@@Zuzelo Trust me it'll be way faster to use an index, query what's each agents view frustum, then only shoot rays towards those objects to establish if there's anything in between the agent and the target (eg a team mate). I am working with the assumption that you don't render your agents during training, mind. If you'd like an example, or if you accept pull requests, I'd be quite happy to demonstrate!
If you're planning on map features, maybe add an engineer that can deploy barricades to block musket shots? And/or land mines to blow the enemy up. You also have both a melee and a ranged unit right now, so what about a skirmisher that was both? Like a spearman that could either stab in melee or throw their spear, but wasn't as good at ranged as the musketman (probably lower ranged and slower firing?) and not as good in melee (only does musket damage in melee so they have to stab twice? And spears don't do wide swings so not as much area of effect, but that might be countered by the longer spear stabbing-ness maybe...) Or something like that perhaps. Dunno. These videos are really cool though, I'm glad I found them.
Yesss!!! Map features are definitely on the to do list! I am thinking of having a special class "Engineer" that will build those! There have been several suggestions for Cavalry unit (with a spear of course), so I do like the idea, but not sure about the possibility of throwing the spear. Gotta think of ways to balance it Glad you like the video! More and better stuff is on the way!
Idea: commander: commander can order a certain amount of soldiers (or maybe infinite idk). If the soldier that is being ordered (controlled i guess) died or get hit the commander and that soldier will get a punishment but if that soldier kills or hurt an enemy they both will get an award. the commander have a pistol (or revolver) that deals a small amount of damage but he is agile because hes only using a small firearm and the gun system is the same of the musketeers but with faster reload and deal less damage. Punishment: hitting or killing an allie, getting hit or killed, ordered soldier getting hit or killed and probably more Award: killing or hitting an enemy, soldier being ordered hitting or killing an enemy and probably more
Maybe make agents only be able to be healed by one medic at a time. And also, can musketeers one shot kill? Because if not, and if medics can heal to full life, the medics are very overpowered. Maybe also add Stamina so they dont just constatly move. Currently it looks more like a war frontline on a map instead of a battle. Also a dynamic map might be nice, with obstacles and maybe strategic objectives to capture and hold, but that might be exceeding the scope
Hmm having soldiers healed only by 1 medic might indeed help, I shall give it a try Also, obstacles and dynamic maps are already on my list! So those should come in future as well!
An Idea for a Unit (if possible): The "Spiess" (Historical: Was a guy with a pike behind the Battlelines to make sure that everybody stayed in formation and no one deserted) Stats: They have doubled (or tripled) view range They have no weapon They can redirect friendly units (maybe also make them go into a certain direction for a certain amount of meters) Stats like health, movement, speed, etc. the same as the other guys Their goal: redirect friendly troops into the direction of enemy They get rewarded for redirecting friendly units They get punshed for interacting with the same entity more than once in, let´s say, 10 seconds (or something like that) They get punished for not having friendly units in sight range That should coordinate the fighters and send them towards the enemys, while collecting stragles along the way. Also it would be a tactical advantage for one side, if the other have theirs killed. I don´t know if this is possible, or how hard it is to programm that. But it would be quite interesting to see.
Idea for 3 units: King - has 10x more health. If you kill him, you win the game Zombie - a slower and weaker version of a warrior. Spawns 10 seconds after the death of a warrior and joins the enemy team Engineer - A type of warrior that can build a wall. But he only has 20 walls. You need to attack a wall 8 times in order to break it
Great video, subscribed. I thought this video had 689 thousand views when I first clicked on it. I think improving the general looks of your simulations could make your channel grow 10 times. I'm sure you know him, but Primer is a great example.
Welcome to the gang! I tried some other looks, but I found it difficult to see the soldiers. I am open for suggestions tho (but preferably something that won't melt my GPU :D)
@@Zuzelo Hi Zuzelo! I think maybe you could make it so each unit type has a different kind of armor (purely aesthetic) that is some kind of different color, like medics having green hats and soldiers having purple shoulder guards, just something that makes them more distinguishable from the others. Hope this helps at least a little!
still waiting for some kind of comunication system, with units being able to shout specific "keywords" to be heard by allies within a certain range, things such as "help" to call allies to their position for example, anyways freaking love this series XD
@@Zuzelo maybe instead of giving all units the ability to shout,.you could make a commander unit and put a maximun limit on how many commanders each faction can have? I'm not too sure if that would solve the issue
Idea: Have it so that you reward having the enemy in your sight then go towards as this could help incourage the backlines to come forward and fight. Aswell as having it so being close together is rewarded so there are more formations. Also have it so that each player earns points and that every the next round you replace everyone with the best player.(This would decrease the wait time on the Ai learning.) (You may already be doing this you just didn't mention it so I thought it would be useful.)
Add spawnwaves and flags more flags faster respawn, add cannon team unit that's strong and tough but can't relocate after firing. Add the robot unit, its a finite state machine musket man that uses hard coded logic to fight to train against to force the ai to get better than the hard coded agent
The ones will guns should be able to like aim with an input that makes all their raycasts go way closer to the middle, giving a better view of what they are aiming on
I'd suggest a commander unit of some sort. No attacks, regular health. Their job is just to organize units in a certain radius around them. Try and get them into a formation to avoid friendly fire, and if they're killed the units they were leading just go off and do their own thing again until another leader ragles them into their unit. I'm 100% aware it'll be an absolute pain in the A to implement. But I think it would make interesting scenarios.
Instead of a necromancer maybe you should add a few ambulances that will go around the map reviving soldiers? those having maybe 500 health but also having very low numbers, (6 or 7), thus there isn't an excess of reviving nor a lack of it. Anyways, love your videos!
You should incorporate six sense and hearing in the ais. Six sense casts rays in all direction but in a small range and detects anyone(red or blue) that's walking, giving it tertiary priority to turn around. First priority being seeing an enemy. Hearing casts rays in all direction in a big range and detects anyone(red or blue) dying, giving it secondary priority to turn around. Not sure if this is too complicated for the ai.
It could be good to add like a standard bearer for soliders to follow and make communication easier. And punish the teams if they lose their standards giving them a reason to make defensive and offensive formations.
Engineer to make reinforcements, resupply, and allow for more strategy Maybe add ammo or things for soldiers to depend on so that complex behaviors can emerge
Would be cool to have a general unit, that looks at the battle as a whole and gets rewarded for winning wars instead of battles. Maybe some strategies would immerge?
Maybe add more stuff that'll induce coming up with strategies? Maybe a tanky unit which is basically the normal warrior but with less damage and more health. Maybe the AI will come up with something and make them go to the front lines or something. I think the medics would compliment this idea because they could maybe heal the tank guys so their defense lasts longer. Also I just found your channel and I am ENJOYING your stuff, keep it up I hope your channel becomes more successful one day!
Tanky idea is good. Another idea is to have VIP units which when killed - the team loses, so that will enforce strategies where units have to protect them
@@Zuzelo I would be concerned that it doesn't seem like they have a good way to keep track of a VIP that isn't in front of them and making them just always know the distance and direction of the VIP feels wrong because then it wouldn't really be generalizable to having more than one VIP for instance
I would love to see units rewarded for keeping their target within effective range and punished for not having a target in range. This should make them stop running away from fights and instead stay around and fight.
Idear for unit. Catapult Has a one shot kill rock ball dealing AOE damage that can damage allies, but has to align the projectile so that launches up and hits the ground where the enemy is. cannot shoot in a small area around them and is relatively slow so it makes them vulnerable if they aren’t protected Punished for: letting the enemy get to close, missing a shot, hitting allies, getting hit (swords man hitting them has greater punishment than musketeers hitting them) ,and getting ki- ahem, Unalived Rewarded for: hitting the enemy, getting enemy in range, getting an enemy out of the small area around them which they cannot hit, and unaliving enemy’s. If this comment gets 50 likes I will give an idea for another unit.
Often when someone suffers near fatal injuries, they could never recover to their previous health. Maybe include critical chance? Hit's that deal standard/increased damage and permanently reduces the unit's maximum health. Should help reduce the medic's overpowered potential. It may be interesting to create unit weilding a rifle + bayonet extension. Lower fire rate/damage and melee damage than existing warriors and musketeers, but more ways to the dark side?
I was planning on having something like that , kinda. I am thinking of adding bards and other soldiers that can buff allies (hence modifying the maximum parameters), which should be using the same system your suggestion would require. So we might see that in near future :D
A interesting idea for a new class the rouge having less hp than the usual soldier but dealing massive damage on backstabs they can cloak (once per life) and have a lower piority than other classes (aka they dont get targeted directly if there is a medic as a other target)
Would it be useful to incorporate also information about the stance of other units? Meaning, if a pogo sees a friend or foe, it would know which direction they face, whether they run, block, attakc etc... In the previous video, there was a footage of a warrior standing in front of an enemy musketeer without facing him. That is a hell of an opportunity to shoot. Also, the units could get some spacial awareness from friends: "If all my friends are runing certain direction, I should too."
Maybe when one team is under 100 units the others units know the exact location of the team with under 100 units and maybe a charger unit that can charge at the enemy and deals 50 damage when he hits an enemy and he has 150 stamina but cannot block or dodge and if not charging his short sword only does 50 or 75 damage depending on how balanced it is but he has 125 health and he has a 25% damage resistance while charging
I was considering letting the agents know how many teammates and opponents are left, this might indeed add some strategies to their actions. Also, cavalry unit is on the to do list :D
Necromancer may be useful because it can resurrect dead bodies and turn them into skeletons while skeletons have less health like what I mean is the lowest health and little more speed
Would a commander be cool? As in, they have no real combat power themselves save maybe a token low damage pistol or something, but they have the abilities of much greater and more detailed / precise vision, and the ability to share the information they see with other units on their team? I wonder if this could be implemented in a sayy that communication between them as something they learn, like rather than just flat out having the commander share its info, it just has the ability to ping nearby troops with say, one of 26 possible letters, so that overtime commanders will say, see a type of formation on the far side of the field, notice this, and the comminicate this to an allied troup nearby, which over generations has learnt the commander uses that signal when such a thing has occured. It might also help the searching problem where sometimes troops run around in circles trying to find enemies, because by having a commander with superior info power, the troops can always find eacother, but by forcing the commander to share this info and co-ordinate a team, then it might cause more intelligent strategy
i wonder what whould happen if you implement leadership values, the more unit bunched closer toegther the higher their leadership. but seeing allied units die, or being overwhelmed drops leardership and tstarts a rout where they run away
do you only give the new soldiers to the losing team? That seems like an interesting concept if you dont you might want to tally up the wins and losses so far and put each videos soldier in the appropriate team. Even if the new soldier might be bad it could later give that team an advantage just by having a type the other team has to counter
"When the patient woke up, his skeleton was missing and the doctor was never heard from again!
Anyway, that's how I lost my medical license."
E
"HAHAHAHAHAHA"
Necromancer
Noted!
Balls
Penis
@@Zuzelonecromancrr needs you to be chikls he have experience with survival and dying
@@Dack-i I was thinking of making Chiklz the commander (once I add those) xD But necromancer is also good
Idea for a unit here:
Shielder: a unit with a large blocking shield and a small dagger. This unit you act as a form of blocker to block enemy fire, but unable to do lots of damage.
Hmmm an perhaps make it immune to friendly fire so it doesnt obstruct the vision for friendly riflemen
it should also block melee damage(if the warriors doesnt, which i dont know), and blocks from 3 sides or always block attacks from the front
@@Zuzelo and medics shouldn't be allowed to heal other medics
ok this is not related to the AI war series but try making the AI make a civilization...... in the backrooms
It would work good with artillery
I am excited to see the necromancer
Same, but I am afraid it might be too OP
We will see I guess :D
idea: Medics should only be rewarded based off the amount of health healed, this will prioritize keeping all allies alive, including other medics while also making sure soldiers and musketeers are alive so they can damage the enemy
This will be broken
I also think medics shouldn’t move when healing to prevent them from just constantly healing and moving in a line
Could also make medics a "neutral" team - their goal is just to heal as many people as possible as often as possible before they die, but they are not affiliated with any team
Could be particularly interesting if that leads soldiers to learn to be selective about killing medics depending on the circumstances of the battlefield somehow
Reminds me of SW battlefront 2. Jawas were considered a neutral team on Mos Eisley. Unfortunately, they could still capture the flag, and it counted as friendly fire when you killed them. So annoying.
Idea:
Battles are generally entertaining because there are a lot of stories happening at once in a great scale. If units had fear/bravery factors, which could come up when facing a stronger opponent, being surrounded or near death, they could use that fear to make decisive movements. This will also allow them to break away from strategies. This should be interesting because it will make these characters more life like and potentially make soldiers adapt new methods like banding together to attack or creating formations. Thanks for reading lol
Unit Idea: Scout. A fast-moving unit that can put down a marker that increases the damage (say, 30% or so?) of nearby allies and allows them to see further (representing recon on the battlefield). The marker would last for a limited time (maybe 60s or so to allow time for allies to arrive) and would also only be able to be placed while nearby an enemy. That way it prevents using them as a form of fortification rather than a directive. Scouts would likely not be able to attack very effectively (otherwise I could see them being too powerful), so maybe instead they can have a stealth effect that keeps them until they get close. Anyhow as the idea currently is written, the benefits of such a unit include:
- Acting as a counterbalance to Muskets and other ranged troops as Scouts can get in close and then attack / encourage allies to do so.
- Providing a reason for troops to actually move towards each other.
Potential side ideas for it (food for thought):
- Maybe being in the area of a marker would provide a tiny reward for non-scout units to encourage them to go to them.
- Maybe scouts themselves should be rewarded for successfully placing a marker.
- Ideally markers could be seen irrespective of distance. Maybe in addition to the standard rays used by agents to detect other agents, there could be "tactical rays" that go further than normal and only interact with Markers / other future units with non-combat significance (eg. Commanders). This way the AI can actually detect markers within enemy lines easier, further cementing the scouts' use as a means of directing other units as opposed to a typical support unit.
- Maybe markers could somehow provide vision for allies? Not sure how it would function using raycast, but this would be the ideal way of implementing true recon without actually crashing your PC.
You do realize this is too much to implement into 1 unit, right?
Big respect for Zuzelo, these videos possibly take weeks if not months
E
Heres an idea: a leader that is chosen by being the mvp of that team that rewards units that are near and it would be like a king or something to encourage protecting the unit.
I love the leader idea and it was on my to do list with quite a high priority! I like the idea of making the MVP unity the leader, but it might be confusing once it dies :D The soldiers will just gather at his body
Instead I was thinking of a specific unit which if killed, the team loses!
The best trainer training the best soldiers. It's always awesome to see a new video :D
Gotta Train them all!
Super underrated channel! All videos are great, and I cannot understand, why it is not getting thousands of views?!
Haha thanks! Glad you enjoyed it
@@Zuzelo By the way, maybe giving your units additional rewards for staying in the center for warriors, in the back for archers, and near other units (especially warriors) for medics, will help the tactics used for both teams?
Did not expect a tie! If you are taking suggestions for new units I think that there could be some sort of commander that would have a bubble (like medic) that could put units into a formation or buff stats? Good video!
The commander is on the list!
I think that creating an environment that allows for hiding and camouflage to be important to this give them a randomly generated environment with the ability to camouflage in front of the object if they look like a similar color to the object behind them
we wanna see "8 necromancer + 50 musket + 50 swordsman" vs "100 musket + 100 swordsman"
Hmm that is oddly specific xD
@@Zuzelo i love murdering
@@Zuzelo i- i mean developing (i develop in lua)
it might be a good idea to make it so the medics can't heal each other or at least heal each other less?
and maybe give them a small attack to break ties?
Hmm forbidding medics to heal other medics might definitely help! I might try that in the next episode :D Thanks
How about you make a horse rider that is just a faster soldier but you can kill the horse and he will just be a normal soldier
@@Zuzelo I was thinking that that would also prevent unending battles if you were to let them resserect allies
@@Otto_Von_Beansmarck unless they figure out a way to endlessly resurrect fighters :D
then ai understand that the first task it's to kill healer , maybe you can make that when healers heals too much they lose life points, or maybe they have a budget@@Zuzelo
I think if you could give the pogos at least one extra output that is also returned when that unit is seen, that might help them coordinate a lot. Also it sounds like they don't see the relative angle of the thing they see? So they don't know if they are seeing the opponent's back or not, which is important because if they see the back they should know that particular unit can't respond to them.
Also a way to see enemies through allies could help with the confused wander that plagued the melee dudes, because presumably they just couldn't see anything but allies and so had zero landmarks to orient with.
Might also be able to solve that by letting them know their x,y position. But you would probably need to make them swap sides regularly so they don't overfit 'go left' or 'go right' if you did that.
You are correct. The soldiers have no clue about the rotation of other soldiers, it might be worthy to try and add it, but might be challenging considering the amount of soldierd
As for seeing through the allies, technically that is possible. The agents have 2 sets of eyes, one sees only enemies and the other only allies. So allies can block other allies, but not enemies
Add a negative point system for friendly kills to prevent negligent friendly fire. Id be interested if the gunmen line up on the front instead of shooting through each others heads lolol
I think you should revise the rewards of the dudes.
I'm gonna use numbers as examples.
Let's say the scores were. Still alive: -1. Die: -1. Kill: 2.
Instead, try.
Still alive: -5. Die: -10. Kill: 20. See enemy: 1. Heal ally from damaged state to full: 5. Kill friend: -30.
Assuming the dudes don't have infinite spotting range, this should make it so that the dudes will try to keep close to the enemies, since just being near them and spotting them gives reward. (Just realized it might end in lines forming just standing there, but i digress).
The hefty penalty for killing a friend is to discourage random shooting, the musketeers should also move more to be in range since spotting now gives reward.
The medics will get reward for being close to allies, but only if they heal a damaged friend. Saw someone suggest lowering medics heal rate to other medics, but i think there's just a bit too many medics, it almost looked like a third of the dudes were medics and that is too much.
Hence the odd medic lines forming.
Something that can be interesting to try, is to add a -1 to NOT see an enemy.
That should make it so that they dudes will move towards the enemies with purpose since the penalty for bumming around the edges stacks up to be severe.
Don't know how often the spotting penalty should tick. Every second? Every five seconds? Kinda often but not all the time.
If the spotting works as i hope it would, you could even give a reward for surviving the battle. Instead of punishment.
Thanks for such an elaborate suggestion! I am constantly attempting different reward functions to see which works better and try to adapt them for each soldier.
I think rewarding for aiming is a good idea worth trying. Also, medics definitely need a nerf :D
It is important to have simple rewards (that can be easily associated with an action), otherwise the agents might get confused during the training and wont learn
Here's an idea:
Have medics have a "healing Meter" that starts at and is capped at 100. Every second they're idle, they regenerate about 10 points. Every second they heal an ally, they lose 15 points, and it takes about 2 seconds to heal an ally to full HP. To prevent medics from just spamming the healing, it also has a 15 point starting cost. If a medic has a full meter, they can revive one dead teammate, and thier meter will drop to 0. These values can (And probably should) be adjusted if need be.
Too complicated, and medics can’t perform necromancy
If you aren't already, have you considered using spatial indexing to optimize your ray casts?
You could significantly improve performance by querying all soldiers within the view area of each soldier, then only ray casting towards the soldiers matched in view.
Might be worth while if you wanted to get more out of your training hours or run for longer!
Yeah, but I am pretty sure that querying all soldiers within a view area is more expensive than shooting more raycasts.
You need to do that for every single agent, to find the agents in his view cone at every frame and then still draw the rays. Usually drawing raycasts is not too costly
My main bottleneck is rendering of the agents
@@Zuzelo Trust me it'll be way faster to use an index, query what's each agents view frustum, then only shoot rays towards those objects to establish if there's anything in between the agent and the target (eg a team mate).
I am working with the assumption that you don't render your agents during training, mind.
If you'd like an example, or if you accept pull requests, I'd be quite happy to demonstrate!
If you're planning on map features, maybe add an engineer that can deploy barricades to block musket shots? And/or land mines to blow the enemy up. You also have both a melee and a ranged unit right now, so what about a skirmisher that was both? Like a spearman that could either stab in melee or throw their spear, but wasn't as good at ranged as the musketman (probably lower ranged and slower firing?) and not as good in melee (only does musket damage in melee so they have to stab twice? And spears don't do wide swings so not as much area of effect, but that might be countered by the longer spear stabbing-ness maybe...) Or something like that perhaps. Dunno. These videos are really cool though, I'm glad I found them.
Yesss!!! Map features are definitely on the to do list! I am thinking of having a special class "Engineer" that will build those!
There have been several suggestions for Cavalry unit (with a spear of course), so I do like the idea, but not sure about the possibility of throwing the spear. Gotta think of ways to balance it
Glad you like the video! More and better stuff is on the way!
Idea: commander: commander can order a certain amount of soldiers (or maybe infinite idk).
If the soldier that is being ordered (controlled i guess) died or get hit the commander and that soldier will get a punishment but if that soldier kills or hurt an enemy they both will get an award.
the commander have a pistol (or revolver) that deals a small amount of damage but he is agile because hes only using a small firearm and the gun system is the same of the musketeers but with faster reload and deal less damage.
Punishment: hitting or killing an allie, getting hit or killed, ordered soldier getting hit or killed and probably more
Award: killing or hitting an enemy, soldier being ordered hitting or killing an enemy and probably more
Awesome! Keep up the great work!
Thanks! I will!
The offensive team will almost always win but good job
Great video!
i think a canoneer who could do explosive damage would be cool ngl
That was kinda the idea for the trebuchet to be honest :D
Maybe make agents only be able to be healed by one medic at a time. And also, can musketeers one shot kill? Because if not, and if medics can heal to full life, the medics are very overpowered.
Maybe also add Stamina so they dont just constatly move. Currently it looks more like a war frontline on a map instead of a battle. Also a dynamic map might be nice, with obstacles and maybe strategic objectives to capture and hold, but that might be exceeding the scope
Hmm having soldiers healed only by 1 medic might indeed help, I shall give it a try
Also, obstacles and dynamic maps are already on my list! So those should come in future as well!
muskets 2 shot and warriors can block bullets
An Idea for a Unit (if possible):
The "Spiess" (Historical: Was a guy with a pike behind the Battlelines to make sure that everybody stayed in formation and no one deserted)
Stats:
They have doubled (or tripled) view range
They have no weapon
They can redirect friendly units (maybe also make them go into a certain direction for a certain amount of meters)
Stats like health, movement, speed, etc. the same as the other guys
Their goal: redirect friendly troops into the direction of enemy
They get rewarded for redirecting friendly units
They get punshed for interacting with the same entity more than once in, let´s say, 10 seconds (or something like that)
They get punished for not having friendly units in sight range
That should coordinate the fighters and send them towards the enemys, while collecting stragles along the way. Also it would be a tactical advantage for one side, if the other have theirs killed.
I don´t know if this is possible, or how hard it is to programm that. But it would be quite interesting to see.
Idea for 3 units:
King - has 10x more health. If you kill him, you win the game
Zombie - a slower and weaker version of a warrior. Spawns 10 seconds after the death of a warrior and joins the enemy team
Engineer - A type of warrior that can build a wall. But he only has 20 walls. You need to attack a wall 8 times in order to break it
Great video, subscribed. I thought this video had 689 thousand views when I first clicked on it. I think improving the general looks of your simulations could make your channel grow 10 times. I'm sure you know him, but Primer is a great example.
Welcome to the gang!
I tried some other looks, but I found it difficult to see the soldiers. I am open for suggestions tho (but preferably something that won't melt my GPU :D)
@@Zuzelo Hi Zuzelo! I think maybe you could make it so each unit type has a different kind of armor (purely aesthetic) that is some kind of different color, like medics having green hats and soldiers having purple shoulder guards, just something that makes them more distinguishable from the others. Hope this helps at least a little!
still waiting for some kind of comunication system, with units being able to shout specific "keywords" to be heard by allies within a certain range, things such as "help" to call allies to their position for example, anyways freaking love this series XD
I love this idea and I am planning on implementing that, but I yet need to figure out a way of doing that efficiently for such large amounts of AI
@@Zuzelo maybe instead of giving all units the ability to shout,.you could make a commander unit and put a maximun limit on how many commanders each faction can have? I'm not too sure if that would solve the issue
Idea:
Have it so that you reward having the enemy in your sight then go towards as this could help incourage the backlines to come forward and fight. Aswell as having it so being close together is rewarded so there are more formations.
Also have it so that each player earns points and that every the next round you replace everyone with the best player.(This would decrease the wait time on the Ai learning.) (You may already be doing this you just didn't mention it so I thought it would be useful.)
That sounds more like a genetic algorithm. I do love the randomness of Reinforcement Learning, where you don't really know what to expect
Add spawnwaves and flags more flags faster respawn, add cannon team unit that's strong and tough but can't relocate after firing. Add the robot unit, its a finite state machine musket man that uses hard coded logic to fight to train against to force the ai to get better than the hard coded agent
The ones will guns should be able to like aim with an input that makes all their raycasts go way closer to the middle, giving a better view of what they are aiming on
I'd suggest a commander unit of some sort. No attacks, regular health. Their job is just to organize units in a certain radius around them. Try and get them into a formation to avoid friendly fire, and if they're killed the units they were leading just go off and do their own thing again until another leader ragles them into their unit. I'm 100% aware it'll be an absolute pain in the A to implement. But I think it would make interesting scenarios.
Instead of a necromancer maybe you should add a few ambulances that will go around the map reviving soldiers? those having maybe 500 health but also having very low numbers, (6 or 7), thus there isn't an excess of reviving nor a lack of it. Anyways, love your videos!
Haha, I am afraid the ambulances will just crush everyone :D
about the Farmer
What about him?
You should incorporate six sense and hearing in the ais. Six sense casts rays in all direction but in a small range and detects anyone(red or blue) that's walking, giving it tertiary priority to turn around. First priority being seeing an enemy. Hearing casts rays in all direction in a big range and detects anyone(red or blue) dying, giving it secondary priority to turn around. Not sure if this is too complicated for the ai.
I think you should introduce the LEADER that gives anyone in his sphere a morale boost. A unit with better morale will attack and move 10 % faster.
Could you add a friendly fire counter? Would be interesting to see how much betraying is going on
Sounds like a great idea :D
10/10 this wideo was super funny
Have an mvp medic also, one thats given the most heals to allies, and have it follow the mvp fighter
It could be good to add like a standard bearer for soliders to follow and make communication easier. And punish the teams if they lose their standards giving them a reason to make defensive and offensive formations.
A lot of cool stuff here, excited to see more.
Hehe, gonna be even better my dude!
Engineer to make reinforcements, resupply, and allow for more strategy
Maybe add ammo or things for soldiers to depend on so that complex behaviors can emerge
Would be cool to have a general unit, that looks at the battle as a whole and gets rewarded for winning wars instead of battles. Maybe some strategies would immerge?
Maybe add more stuff that'll induce coming up with strategies? Maybe a tanky unit which is basically the normal warrior but with less damage and more health. Maybe the AI will come up with something and make them go to the front lines or something. I think the medics would compliment this idea because they could maybe heal the tank guys so their defense lasts longer. Also I just found your channel and I am ENJOYING your stuff, keep it up I hope your channel becomes more successful one day!
Tanky idea is good. Another idea is to have VIP units which when killed - the team loses, so that will enforce strategies where units have to protect them
@@Zuzelo I would be concerned that it doesn't seem like they have a good way to keep track of a VIP that isn't in front of them and making them just always know the distance and direction of the VIP feels wrong because then it wouldn't really be generalizable to having more than one VIP for instance
NECRODANCER (no, that wasn't a typo)
Walking down the streets with a boom box instead of the scythe :D
I hope he makes this a video game
Hmmmmmm
you can add a character with a bow. This will add the chaos. This new character can one shot but has less range.
You should probably add tanks (big pogo head with cannon and wheels)
xD Sounds like skibidi toilet xD
I would love to see units rewarded for keeping their target within effective range and punished for not having a target in range. This should make them stop running away from fights and instead stay around and fight.
That would indeed motivate them to fight more/be close to enemies. Might be interesting to try it out
You should add horseman that move faster and can hit with a spear farther
Looks like the horseman is added to the list!
Idear for unit.
Catapult
Has a one shot kill rock ball dealing AOE damage that can damage allies, but has to align the projectile so that launches up and hits the ground where the enemy is. cannot shoot in a small area around them and is relatively slow so it makes them vulnerable if they aren’t protected
Punished for: letting the enemy get to close, missing a shot, hitting allies, getting hit (swords man hitting them has greater punishment than musketeers hitting them) ,and getting ki- ahem, Unalived
Rewarded for: hitting the enemy, getting enemy in range, getting an enemy out of the small area around them which they cannot hit, and unaliving enemy’s.
If this comment gets 50 likes I will give an idea for another unit.
Often when someone suffers near fatal injuries, they could never recover to their previous health. Maybe include critical chance? Hit's that deal standard/increased damage and permanently reduces the unit's maximum health. Should help reduce the medic's overpowered potential.
It may be interesting to create unit weilding a rifle + bayonet extension. Lower fire rate/damage and melee damage than existing warriors and musketeers, but more ways to the dark side?
I was planning on having something like that , kinda. I am thinking of adding bards and other soldiers that can buff allies (hence modifying the maximum parameters), which should be using the same system your suggestion would require. So we might see that in near future :D
healers should get rewarded for... you know... healing
b..b... but they are
@@Zuzelo haha... just checkin, also this is top content i think you are very underrated
A interesting idea for a new class the rouge having less hp than the usual soldier but dealing massive damage on backstabs they can cloak (once per life) and have a lower piority than other classes (aka they dont get targeted directly if there is a medic as a other target)
Would it be useful to incorporate also information about the stance of other units? Meaning, if a pogo sees a friend or foe, it would know which direction they face, whether they run, block, attakc etc... In the previous video, there was a footage of a warrior standing in front of an enemy musketeer without facing him. That is a hell of an opportunity to shoot. Also, the units could get some spacial awareness from friends: "If all my friends are runing certain direction, I should too."
That is something worth trying!
As for spacial awareness from friends, I still need to think of an efficient way of doing that for thousands of agents
Is medic technicly a soldier?
Yup! Medics, Warriors and Musketeers, all extend the same Soldier class
In real warfare, yes
That medic is a spy!
I love how the TH-cam algorithm keeps saying this is totally accurate battle simulator
You should add a wizard.
It should Have more than one attack.
One big powerful one.
And one small one.
Hmmm I like this!
I recomend that you reward the medics when its close to other teamates and gets punished when close to the enemy
Agents should "hear" each other.
Damn that would be loud xD
Jokes aside, I am trying to come up with some efficient communication strategies btw agents
you should have done a TF2 meet the medic joke :D
xD I should have!
Maybe when one team is under 100 units the others units know the exact location of the team with under 100 units and maybe a charger unit that can charge at the enemy and deals 50 damage when he hits an enemy and he has 150 stamina but cannot block or dodge and if not charging his short sword only does 50 or 75 damage depending on how balanced it is but he has 125 health and he has a 25% damage resistance while charging
I was considering letting the agents know how many teammates and opponents are left, this might indeed add some strategies to their actions. Also, cavalry unit is on the to do list :D
You should make the ground change colour depending on which side controls that area.
I am planning on adding different game modes such as capture the area. Your idea would fit great there!
Yeah! cant wait to watch that video@@Zuzelo
Perhaps a superheros with dangerous eye beams
Necromancer may be useful because it can resurrect dead bodies and turn them into skeletons while skeletons have less health like what I mean is the lowest health and little more speed
You should add a necromancer that can ressurect, but the ressurected person has a -50% max hp!!!!
I was also thinking, perhaps necromancers should be able to spawn zombies?
The leader: powerful then others and can command pogos to go anywhere also who's the mvp is the leader
I was thinking of something similar, like a commander. Not yet sure how to make that work :D
Maybe you could reimplement the dodge for a fast unit like a Scout. He would have to run without a shield but would be fast.
Trench warfare next
Nice video!
Nice comment!
@@Zuzelo Nice Reply!
nice reply to the comment to the nice video
You should control spawn rates because it is much harder to be a medic with a healing aura than it is to pick up a sword
always remember if both teams have the overpowered thing then its balanced
wise words :D
The perfect MVP hat 👌
👌👌
Would a commander be cool?
As in, they have no real combat power themselves save maybe a token low damage pistol or something, but they have the abilities of much greater and more detailed / precise vision, and the ability to share the information they see with other units on their team?
I wonder if this could be implemented in a sayy that communication between them as something they learn, like rather than just flat out having the commander share its info, it just has the ability to ping nearby troops with say, one of 26 possible letters, so that overtime commanders will say, see a type of formation on the far side of the field, notice this, and the comminicate this to an allied troup nearby, which over generations has learnt the commander uses that signal when such a thing has occured.
It might also help the searching problem where sometimes troops run around in circles trying to find enemies, because by having a commander with superior info power, the troops can always find eacother, but by forcing the commander to share this info and co-ordinate a team, then it might cause more intelligent strategy
maybe add TANKS and when they die some soliders just flop on the ground
xD I think tanks might be quite OP
Maybe give the necromancer an ability to summon zombies that are weak and not so intelligent warriors that can multiply after killing enemies
you should add cavalry
i wonder what whould happen if you implement leadership values, the more unit bunched closer toegther the higher their leadership. but seeing allied units die, or being overwhelmed drops leardership and tstarts a rout where they run away
I think some way for the ai to determine the soldiers it wants could be good.
do you only give the new soldiers to the losing team? That seems like an interesting concept if you dont you might want to tally up the wins and losses so far and put each videos soldier in the appropriate team. Even if the new soldier might be bad it could later give that team an advantage just by having a type the other team has to counter
One thing that makes the medics too good is that their bubble is on longer than its off.
Build a like, d-day map maybe. with bunkers and artillery
Unit idea The assasin. In can only be detected if is close to the enemy and are fast but do weak damage.
Hi, did you make the models and the ai in unreal engine? Btw well done I liked it!
Is communication between allied units something you have considered?
I imagine actual communication might be quite difficult to implement, but I was considering adding a Commander tho :D
My idea can you add scenery to the area , so walls to hide behind or use as cover?
Yess, I am planning on adding an engineer later on, who will build barricades and traps :)
@@Zuzelo could they be trained to use vehicles such as tanks?
Cavalry,they are warrior but with horse and has 2 types sword and spear
''hmm, zats good!'' -tf2 medic
I thing blue will win i was wong its was a tie
You will be surprised :D
♥️♥️♥️ Red
What environment are you using for the 3D Simulation?
you should add a mvp camera for red and blue
also loveee the video
add the geneva convention
Make spear men next.
But how would they differ from warriors? There have been suggestions to add cavalry (which might have spears :D)
@@Zuzelo they can poke wariors from a longer distance.
What about adding an HQ and the agents must destroy the enemy's to win? An alternative win condition for more varied strategies
Maybe there should be a sniper who can one shot medics to overcome their cluster healing