I wish that was kept in the final product in some way. Maybe transmitting “UR DEAD” in the signal transmitter thing when it detects a lot of enemies around you
I feel like the 1st method of loot finding has a lot of potential, you just have to present the information in a more human friendly form. Maybe using compass-like directions(front, right, left, back) and a scale from cold to hot to measure distance? That way you could process the information much easier. Numbering the items might also help(something like "items two, first left warm, second front cold"). Incredible idea, loved the video!
I have similar idea in mind. Instead of using only numbers, AI could interpret the information in more understandable format like "Nearest item: 10 oclock" and when combined with hot-cold system, it would be very helpful. Additionaly player could use voice commands through radio. For example if player asks where nearest item is, AI would answer "Nearest item: 10 oclock, nearby". Last thing that could be added is whenever AI detects something, it would give a player an update "Enemy on radar, 6 Oclock", "Item on radar, 4 Oclock".
@@fandovec03 You could also request radar booster flash/scan, or dropship with specific item/cheapest item (distract) i.e. [AI NAME], FLASH ALL. You could have the AI request confirmation for any recognition mishaps or use text commands like [AI NAME]_FLASH_ALL.
Could just make certain values just say close near far so it would say 12 o’clock loot close so all the player needs to do is know the range 0-20 close ,21-45 near and 46-100 far for the sake of brevity
Itd be cool if you also checked the type of enemy. You can do this because: 1.) The size of the dot changes depending on how big/small the enemy is 2.) How the dot moves. Examples: (keep in mind I havent played for a bit so the sizes may be off) - medium dot that stands still could be a headcrab. - small dot standing still around loot could be a lootbug - medium dot running towards the player, but when looked at moves away could be a bracken Some other suggestions: - switching from minimap mode to hot/cold - communicating if an enemy is approaching. - telling it to toggle doors/turrets - communicating about outside threats when you are looting in the facility
@@hypeman958 Airbone Warning and Control Systems. Big radar slapped to a plane (these aircraft are the ones with the big circle on top of them) that acts as a mobile radar for their forces.
@@hypeman958A plane with a big radar that’s notorious for just throwing numbers at pilots and expecting them to know what it means. An average AWACS callout has I think 4 separate numbers, and that’s per aircraft or group
Your channel is gonna blow up soon man. The comedic timing and jokes in this video are so well done, the storytelling is great, especially how you gave some insight into why you decided to do this in the first place. Keep up the good work man
woah this is neat. it would be cool if you added turning off mines and turrets and opening doors, too! surprised to see only 233 subs, so have another.
Instead of using a dropship to counter the dogs, you can actually ping the radar booster. This doesn't use any money. For example: ping Bob However, you do need to ping it continuously to keep the dogs there.
As far as I can tell nobody’s really talked about this, but I find it wholesome that this guy’s linking other videos that are similar to this one, it’s nice to support other creators!
I just join random lobbies and either leave when they suck, leave when they spam music or skits through their mic, and stay for hours making friends and getting hilarious moments. I love the Company.
The first system with clock directions, but not stating distance could work pretty well. Sort the distances from nearest to farthest, and say just the clock directions, so you know what's nearest and which way it is.
Now you just have to train it to spot the exact enemy by dot size, speed, and movement pattern so it can call out "Coilhead" .045 seconds before your demise.
Additionally, it may be beneficial to mix these strategies. The grid is interesting- but I don't think as effective as a more advanced AI. I like the Hot/Cold method- but perhaps you could replace this with a tone. Every second or two Roberto would emit a tone- variable in frequency kind of like the anomalous detectors in Stalker, Anomaly. This would represent an item's location relative to you. The higher up in pitch (OR higher rate of beeping, alternatively), the closer item- additionally, you could train the AI to recognize different rooms- power core & loot rooms, walkways, broken walkways, stair rooms, entryways- and draw a quick line between your character and the closest (or highest density of items. I believe that a constant text update of your *"E1 I1"* would be great whenever the items and enemies on the Roberto screen change, regardless of location. Noise can still present as a hazard to the AI and to yourself, so you can train the AI to self-check at the ship every few seconds, and to automatically alert you its in danger, then switch to text. In text it would become more primitive- perhaps just an immediate switch to grid mode. I have a suggestion for more of a Radar-style of UI. Alternatively- you could have it set to a sort of compass/radar mode with *O* to represent the general direction of enemies, and the *Compass Arrow (-P>)* to represent the item / the densest amount of items if far away but still within reach. *P* represents your player- and E could represent the locations of exits. (Figures 1-4) Training the AI to recognize different enemy movements and identify them could be advantageous, with the robot being able to use any other letter to represent a specific enemy such as the letter *B* for Bracken or *C* for Coilhead. Unidentified enemies could remain as *O*, and counted as a number, with any ID-able entities to be labelled by their respective letter, but NOT added to the total # of enemies. (Figures 5 & 6) Examples: Figures 1-4: Figuress 5-6: Roberto Roberto Roberto Roberto Roberto Roberto E:0 I:0 E:1 I:3 E:1 I:1 E:2 I:0 E:B I:0 E:1BC I:2 Roberto Roberto Roberto Roberto Roberto Roberto xxx x^x xxx xxO xxx CO^ xPx OPx -P> xPx xPx xPx xxx xIx xxO Oxx Bxx /Bx Am I a programmer? No. I hate programming- but I think it would be a neat system!
I think the voice could still be brought back to compliment the text grid by using a priority system rather than saying everything all at once. The hot and cold worked cause it it was limiting the information by prioritizing only the closest item. So lets start there. It would first check for enemies and then check for only the closet item. There are 2 versions of the output. If there is no enemies. The output is "Loot [direction] o'clock". If there is 1 enemy, the output is "Enemy! [direction] o'clock. Loot [direction] o'clock." If there is multiple enemies it will only give the direction of the closest enemy with an output of "[count] enemies! [direction] o'clock. Loot [direction] o'clock." If there is no loot, it will not have the loot part as part of the output. And likewise, if there are no enemies, it will not have the enemy stuff as part of the output. The problem before with your output is you weren't designing it with game-sense in mind. You have to say "o'clock" to separate the numbers. You have to refer only to the hour, not the minute, otherwise that's just bad coms. Next, lets add this priority system to the text chat. First, it will prioritize turning off any turrets and landmines before moving to the text chat. It will be giving voice coms as this happens if there is any loot or enemies are on the map. If neither is on the map, it will not generate a text map. This is to help avoid "white noise information" so that you will only be updated when there is something worth paying attention. This will make it easier to focus what is being shown and said. You could potentially do one "all clear" map update and then stop the map updates till that changes, because otherwise you are getting repeat information. I think all of these changes would make a huge difference. I know this video is a few months old. But I think there are enough things that can be improved upon to warrant a follow-up. That being said, I'm still need to watch through your other videos so there could be some stuff already applied there.
I also think we can improve some base design elements to it currently. First. I think we should fix that map layout. Lets change this: E: 2 , I: 2 00000 00I 00 0Z000 000X0 00000 And make it more readable by fixing the actual icons to be less squished and remove some of the excess information: E: 2 | V: 2 | 3:55 pm [ ][O][ ] [/][ ][ ] [ ][ ][X] See how much more readable this is at a glance? I used football markers. O are good. X are bad and "/" is 50/50. I reduced it from a 5x5 to a 3x3 to reduce visual clutter since you don't really need to know the distance, just the direction. As such, you really only need the 8 surrounding tiles. To make it more readable, the enemy and valuables count should be sent in a different message to separate the 2. Otherwise they are squished and leads to more of "white noise mental processing". Bad coms. I also added a 3rd bar of information. That being the time, because that's just useful info to have. Good coms. It's worth noting that there are 2 spaces in the brackets "[ ]" not just 1. Trust me " [ ] " vs " [ ] " does make a difference at a glance. It also helps with grid aligning. And the separator line "|" has 2 spaces on each side of it as well for glance-legibility purposes. Next, we can improve the practicality by changing the data timing intervals. If possible, we should update it to capture images every 1 second but only process information every 3rd second. The vocal output starts at "[number] enemies!" This will take 1 second to say. At which point the next screenshot will be grabbed. It will use the 2nd screenshot to determine the enemy direction but use the first screenshot to determine the enemy count. So the next vocal output continues as follows "[direction] o'clock. Loot" and by the time it says that, another second would pass and thus the 3rd screenshot in the set of three would be ready. It would use this third screenshot to determine the loot direction "[direction] o'clock." Lastly, I wanna touch on some stretch goal features: - Automatically tries to close the door on a set timer so the door is never open for more than a second. It will open the door if it sees 2 blue triangles on the terminal. If it sees that, it means it sees that you are near him. This will keep him safe even when doing voice chats. Regardless of things like dogs. - Since we are timing how everything works, we could do this for walkies. There is no reason why we should "need" to rely on a command to recharge his walkie. That much can be on automated intervals with commands as an emergency back-up. - There is a UI element that shows up when you vote to leave. The AI should be able to see that and use that as an input that issues a command "go pull the lever" where you program the inputs he needs to go walk to the lever, look at it, and hold the button down (similar to how him automatically closing the doors works). - New command: "t?". It will get him to say in chat what time it is. - New command: "/c" Will spam the chat message "." 10 times to clear the chat so you don't have to keep looking at old data that might confuse you. He just spams a message containing only a period 10 times. That's it. /clear is just a good command to have in general.
Note that my comment below is incredibly presumptuous and hard to create IRL, and is more a fantasy than anything! I feel like the hot and cold system is better, and what you could have done is still do 5 second intervals, but the 5 seconds for enemies and 5 seconds for loot is spaced apart by 2.5 seconds. Personally, I’d make them both 6 seconds with a 3 second difference A new enemy enemy system that I believe is more ideal would be kinda similar to how the first detection method was described, though more efficient and easily understandable. If an enemy is getting closer, it says “enemy closer”. If an enemy is getting farther away, it says “enemy farther”. Now let’s add some chat capabilities on top of its power of speech. If a triangle is moving around, then the AI will finally use chat to tell you that there is “lootbug or nutcracker, closer/farther” and direct you with hot or cold in the chat. If there is an enemy that is stalking directly behind you and never loses sight of you, then the AI will tell you in chat “Bracken”. If you are outside, the AI will check for massive red dots and tell you “Worm” in the chat. Also, if there is no loot or no enemies, the AI doesn’t say anything or at least the option to not say anything when there is nothing should be toggle controlled. Now we can talk about various other jobs the “ship mom” role has that the AI needs to fill. Teleporting is a big one. The AI will just detect if you are rapidly spinning and if you’ve spun like this more than 3-4 times in a row, and then it will use the tp command on the terminal (overriding the flash command for a brief moment). If the AI sees the player approach a closed blast door and stand by it for a moment, it will open it. If the player is idle for more than 30 seconds with an enemy nearby (aka staring at a coilhead), it will automatically teleport you. If your player indicator on the terminal becomes a darker shade of blue (aka death), it will automatically teleport you. If you are nabbed by a forest giant, it will immediately begin teleporting you.
I can definitely see how the enemy recognition would work. Recognizing human player action and providing evac seems harder, but by the standards put out by this video, (hopefully) not impossible.
for voice based improvements: represent the location of a target (enemy, or loot) with an ascending tone for left, ascending tone for right. at the same time, a monotone beep which gets faster when you are closer. when facing the target, the tone stops. might overstimulate some people but if you learn it, it is a constant source of information that would be much more accurate. would have to increase the rate at which screenshots are taken in order to make it work but it would probably be a functional hack at that point your text based version works really well though. could add some commands for things like teleporting you out, closing the ship door, and things like that.
4:38 this system would be improved if you used some kind of indicator that a certain piece of data was done, like with old-timey telegrams. something like "Enemies: 2. STOP. 6, 48. STOP. 12, 70. STOP." this sounds like it would be more complicated to understand, but having these kinds of markers sprinkled across the data would help you understand what's going on much better because you wont hear 3 numbers in a row and forget which two numbers are apart of which pair and having to focus on context clues like one of the numbers being larger than 12 or keeping track of how many numbers you have heard.
Honestly i love the number system, it had a high skill ceiling and the chance to not understand everything with the robotic voice just adds to the atmosphere. I genuinely feel like it could be a kind of ship upgrade a player on the ship could manually activate.
The code is public now, so you can run it yourself. But it's not a mod. You'll have to run the code on a separate instance of the game if you want to play with it. I would also love to see a mod with a similar idea in the future.
@@synt_axeI think the best way for it to be intergrated into a mod is probably have it somehow tied to the ship itself, or it’s "AI" and have it basically broadcast information to players via the walkie talkie based on what’s being detected on the radar from each player’s position.
For the first method, i think it could still work if the AI could instead "group" close clusters of items and enemies and just give info on the nearest group, enemies first if any. If all fails, just communicating the closest piece of loot might also work, bringing it closer to the hot/cold mechanic, while still being able to warn about enemies! On a more advanced note, if the snapshotting was more frequent (while keeping communications at the same frequency), it could be pretty cool for the AI to watch the enemies and try to guess what they are depending on their behaviour, or maybe communicate said behaviour, like "run" if it's chasing you or "stationary" if the enemy doesn't move, like the ceiling centipedes :D (But for that you probably need to keep track of the map too to get their relative movement since the map moves with the player XD)
Ok love the bot and I’d love to use it tho I think I’d go insane by the constant noise, if only it could tell when you’ve picked up the item so it’s registered that you know it’s there, seems like no matter how much you evolve the ai there’s just some things that only humans can do
I would've increased the sample rate to as high as possible and made the AI play a beeping sound that gets faster based on distance like a metal detector for a item, and play a hum sound when staring at the item that gets quiter the further from the center of the cone to being quite if its greater than 45° I then would've made the AI verbally communicate the enemies, and verbal shout "Danger!" If someone starts moving really fast and "Caution" if a enemy is close to you.
'You're about to die.' in such a robotic tone had me in stitches
Fr scared me for a second as well.
Just needs to replace the voice with the quote from the Red Queen and it'll be perfect.
I wish that was kept in the final product in some way. Maybe transmitting “UR DEAD” in the signal transmitter thing when it detects a lot of enemies around you
F word
reminds me of GLaDOS
11:33 I did NOT expect there to be a dog watching the giant too 😭
"You seeing this shit?"
dog was chill like that
@@LilBuddyArmy *Yep*
And he asks the EYELESS dog “you seeing this shit?”
The fact how the dog was somehow looking at both the guy and giant 💀
Probably cuz of its hearing 🫤
10:34 Roberto was haunted by the ghost girl and when he died to the dog, the ghost girl went on to haunt you instead
Haven't thought of it like that. That makes a lot of sense.
You can get haunted without entering the building?
@@spynix0718 Yeah, she picks her targets by specific conditions even outside the building.
I thought it was based on paranoia? Or is that only a small factor?
@@crem44Smol.
4:22 "The numbers Mason ? What do they means ! Mason "
call of duty black ops be like
almost sounds bingo related
I just got flashbacks
1:17 "You're about to die" Hearing an AI say that over the walkie is unprecedented.
this moment hit me the hardest
5:03 that bracken snap fucking killed me 😂💀
the one at 4:07 is straight up overwatch from half life 2
automatically the best variant
Overwatch reports hostiles inbound. Keep sightlines open and sound on
@@ERROR-yl3un
affirmative, scalpel-3 on standby, scalpel-4 reports possible biotics on site 3B,
directions?
Despite how cold the name Roberto is, you can't deny how hot his voice is!
What
@@NubE-Coyou heard the man
his name is hot too. i want to date roberto
Why are there so many weirdos todays bruh.
@@SqwimpyTF haters man, roberto on top
I feel like the 1st method of loot finding has a lot of potential, you just have to present the information in a more human friendly form. Maybe using compass-like directions(front, right, left, back) and a scale from cold to hot to measure distance? That way you could process the information much easier. Numbering the items might also help(something like "items two, first left warm, second front cold").
Incredible idea, loved the video!
i don't think this is real
I have similar idea in mind. Instead of using only numbers, AI could interpret the information in more understandable format like "Nearest item: 10 oclock" and when combined with hot-cold system, it would be very helpful. Additionaly player could use voice commands through radio. For example if player asks where nearest item is, AI would answer "Nearest item: 10 oclock, nearby". Last thing that could be added is whenever AI detects something, it would give a player an update "Enemy on radar, 6 Oclock", "Item on radar, 4 Oclock".
LOOT, 6 O'CLOCK, COLD. TARGET, 3 O'CLOCK, COLD. TARGET, 4 O'CLOCK, HOT.
@@fandovec03 You could also request radar booster flash/scan, or dropship with specific item/cheapest item (distract) i.e. [AI NAME], FLASH ALL. You could have the AI request confirmation for any recognition mishaps or use text commands like [AI NAME]_FLASH_ALL.
Could just make certain values just say close near far so it would say 12 o’clock loot close so all the player needs to do is know the range 0-20 close ,21-45 near and 46-100 far for the sake of brevity
Make this the new mimic AI
Oh god.
No. NO😭
this will be more fun
[Him]: You Seeing This Shit?
[Dog]: Yep-
11:35
11:32 Hahaha I love this part
If you guys could share the video, it's really well made and would probably be so interesting and cool to many people
I would change the grid to a 3x3. It'll fit in one message, which will make it a tad bit easier to understand, even if it is slightly less precise
Agreed
Itd be cool if you also checked the type of enemy.
You can do this because:
1.) The size of the dot changes depending on how big/small the enemy is
2.) How the dot moves.
Examples: (keep in mind I havent played for a bit so the sizes may be off)
- medium dot that stands still could be a headcrab.
- small dot standing still around loot could be a lootbug
- medium dot running towards the player, but when looked at moves away could be a bracken
Some other suggestions:
- switching from minimap mode to hot/cold
- communicating if an enemy is approaching.
- telling it to toggle doors/turrets
- communicating about outside threats when you are looting in the facility
4:22 you've fucking made an AWACS
what's that?
@@hypeman958big radar plane that tells their side where other stuff is
@@hypeman958 Airbone Warning and Control Systems. Big radar slapped to a plane (these aircraft are the ones with the big circle on top of them) that acts as a mobile radar for their forces.
@@hypeman958A plane with a big radar that’s notorious for just throwing numbers at pilots and expecting them to know what it means. An average AWACS callout has I think 4 separate numbers, and that’s per aircraft or group
For the Company
Your channel is gonna blow up soon man. The comedic timing and jokes in this video are so well done, the storytelling is great, especially how you gave some insight into why you decided to do this in the first place.
Keep up the good work man
Thanks bro, I appreciate you.
woah this is neat. it would be cool if you added turning off mines and turrets and opening doors, too! surprised to see only 233 subs, so have another.
4:08 the numbers, Mason! WHAT DO THEY MEAN!
YOOO MY JOKE I WAS LITERALLY TIMESTAMPING AND THIS CAME UP AT THE BOTTOM OF MY SCREEN
I would love if this was on thunderstore
2:38 Well, that Roberto really was a lethal company
i was expecting you to create an ai that grabbed scrap by itself, but this was good too
4:39 the numbers, mason
Just found your channel, and I'm super excited to see it grow!!!
Instead of using a dropship to counter the dogs, you can actually ping the radar booster.
This doesn't use any money.
For example:
ping Bob
However, you do need to ping it continuously to keep the dogs there.
11:32 blud got a buddy lol
Superb idea and a perfect execution edit-wise. Applause
This is insane!!! This guy needs more attention,
Why did the giant look like virtual insanity when stunned lmao 11:32
Bro literally created his own friend to play with. Beautiful
I was almost expecting for your AI to say “keep summer safe”
As far as I can tell nobody’s really talked about this, but I find it wholesome that this guy’s linking other videos that are similar to this one, it’s nice to support other creators!
I just join random lobbies and either leave when they suck, leave when they spam music or skits through their mic, and stay for hours making friends and getting hilarious moments. I love the Company.
0:41 hahahahaha
This was so cool to watch! I love the uniqueness of this haha
PLEASE RELEASE THIS AS A MOD!! it would be great for people who have no friends
i know it's not the same but there's a minimap mod so you can see the map
@@inx1819 wouldn't be as fun since
Public servers?
@@tunz475what about people with social anxiety
Wouldn’t be the same feeling shouting a word that would get me cancelled at an ai
The “hot and cold” system sounds like it would be a item in game.
The first system with clock directions, but not stating distance could work pretty well. Sort the distances from nearest to farthest, and say just the clock directions, so you know what's nearest and which way it is.
"Three?"
"You're about to die" 💀
such a great video, liking for the alogorithm
Now you just have to train it to spot the exact enemy by dot size, speed, and movement pattern so it can call out "Coilhead" .045 seconds before your demise.
Additionally, it may be beneficial to mix these strategies. The grid is interesting- but I don't think as effective as a more advanced AI.
I like the Hot/Cold method- but perhaps you could replace this with a tone. Every second or two Roberto would emit a tone- variable in frequency kind of like the anomalous detectors in Stalker, Anomaly. This would represent an item's location relative to you. The higher up in pitch (OR higher rate of beeping, alternatively), the closer item- additionally, you could train the AI to recognize different rooms- power core & loot rooms, walkways, broken walkways, stair rooms, entryways- and draw a quick line between your character and the closest (or highest density of items. I believe that a constant text update of your *"E1 I1"* would be great whenever the items and enemies on the Roberto screen change, regardless of location.
Noise can still present as a hazard to the AI and to yourself, so you can train the AI to self-check at the ship every few seconds, and to automatically alert you its in danger, then switch to text. In text it would become more primitive- perhaps just an immediate switch to grid mode.
I have a suggestion for more of a Radar-style of UI. Alternatively- you could have it set to a sort of compass/radar mode with *O* to represent the general direction of enemies, and the *Compass Arrow (-P>)* to represent the item / the densest amount of items if far away but still within reach. *P* represents your player- and E could represent the locations of exits. (Figures 1-4)
Training the AI to recognize different enemy movements and identify them could be advantageous, with the robot being able to use any other letter to represent a specific enemy such as the letter *B* for Bracken or *C* for Coilhead. Unidentified enemies could remain as *O*, and counted as a number, with any ID-able entities to be labelled by their respective letter, but NOT added to the total # of enemies. (Figures 5 & 6)
Examples:
Figures 1-4: Figuress 5-6:
Roberto Roberto Roberto Roberto Roberto Roberto
E:0 I:0 E:1 I:3 E:1 I:1 E:2 I:0 E:B I:0 E:1BC I:2
Roberto Roberto Roberto Roberto Roberto Roberto
xxx x^x xxx xxO xxx CO^
xPx OPx -P> xPx xPx xPx
xxx xIx xxO Oxx Bxx /Bx
Am I a programmer? No. I hate programming- but I think it would be a neat system!
4:08 THE NUMBERS, MASON, WHAT DO THEY MEAN ??
I think the voice could still be brought back to compliment the text grid by using a priority system rather than saying everything all at once. The hot and cold worked cause it it was limiting the information by prioritizing only the closest item. So lets start there.
It would first check for enemies and then check for only the closet item. There are 2 versions of the output. If there is no enemies. The output is "Loot [direction] o'clock". If there is 1 enemy, the output is "Enemy! [direction] o'clock. Loot [direction] o'clock." If there is multiple enemies it will only give the direction of the closest enemy with an output of "[count] enemies! [direction] o'clock. Loot [direction] o'clock." If there is no loot, it will not have the loot part as part of the output. And likewise, if there are no enemies, it will not have the enemy stuff as part of the output.
The problem before with your output is you weren't designing it with game-sense in mind. You have to say "o'clock" to separate the numbers. You have to refer only to the hour, not the minute, otherwise that's just bad coms.
Next, lets add this priority system to the text chat. First, it will prioritize turning off any turrets and landmines before moving to the text chat. It will be giving voice coms as this happens if there is any loot or enemies are on the map. If neither is on the map, it will not generate a text map. This is to help avoid "white noise information" so that you will only be updated when there is something worth paying attention. This will make it easier to focus what is being shown and said. You could potentially do one "all clear" map update and then stop the map updates till that changes, because otherwise you are getting repeat information.
I think all of these changes would make a huge difference. I know this video is a few months old. But I think there are enough things that can be improved upon to warrant a follow-up. That being said, I'm still need to watch through your other videos so there could be some stuff already applied there.
I also think we can improve some base design elements to it currently. First. I think we should fix that map layout.
Lets change this:
E: 2 , I: 2
00000
00I 00
0Z000
000X0
00000
And make it more readable by fixing the actual icons to be less squished and remove some of the excess information:
E: 2 | V: 2 | 3:55 pm
[ ][O][ ]
[/][ ][ ]
[ ][ ][X]
See how much more readable this is at a glance? I used football markers. O are good. X are bad and "/" is 50/50. I reduced it from a 5x5 to a 3x3 to reduce visual clutter since you don't really need to know the distance, just the direction. As such, you really only need the 8 surrounding tiles. To make it more readable, the enemy and valuables count should be sent in a different message to separate the 2. Otherwise they are squished and leads to more of "white noise mental processing". Bad coms. I also added a 3rd bar of information. That being the time, because that's just useful info to have. Good coms. It's worth noting that there are 2 spaces in the brackets "[ ]" not just 1. Trust me " [ ] " vs " [ ] " does make a difference at a glance. It also helps with grid aligning. And the separator line "|" has 2 spaces on each side of it as well for glance-legibility purposes.
Next, we can improve the practicality by changing the data timing intervals. If possible, we should update it to capture images every 1 second but only process information every 3rd second. The vocal output starts at "[number] enemies!" This will take 1 second to say. At which point the next screenshot will be grabbed. It will use the 2nd screenshot to determine the enemy direction but use the first screenshot to determine the enemy count. So the next vocal output continues as follows "[direction] o'clock. Loot" and by the time it says that, another second would pass and thus the 3rd screenshot in the set of three would be ready. It would use this third screenshot to determine the loot direction "[direction] o'clock."
Lastly, I wanna touch on some stretch goal features:
- Automatically tries to close the door on a set timer so the door is never open for more than a second. It will open the door if it sees 2 blue triangles on the terminal. If it sees that, it means it sees that you are near him. This will keep him safe even when doing voice chats. Regardless of things like dogs.
- Since we are timing how everything works, we could do this for walkies. There is no reason why we should "need" to rely on a command to recharge his walkie. That much can be on automated intervals with commands as an emergency back-up.
- There is a UI element that shows up when you vote to leave. The AI should be able to see that and use that as an input that issues a command "go pull the lever" where you program the inputs he needs to go walk to the lever, look at it, and hold the button down (similar to how him automatically closing the doors works).
- New command: "t?". It will get him to say in chat what time it is.
- New command: "/c" Will spam the chat message "." 10 times to clear the chat so you don't have to keep looking at old data that might confuse you. He just spams a message containing only a period 10 times. That's it. /clear is just a good command to have in general.
I'm really impressed on how the way you approach to train AI to actually help you. Great work.
I love the hot and cold straight into the Bracken
"Cold...Hot...Cold" *SNAP*
Note that my comment below is incredibly presumptuous and hard to create IRL, and is more a fantasy than anything!
I feel like the hot and cold system is better, and what you could have done is still do 5 second intervals, but the 5 seconds for enemies and 5 seconds for loot is spaced apart by 2.5 seconds. Personally, I’d make them both 6 seconds with a 3 second difference
A new enemy enemy system that I believe is more ideal would be kinda similar to how the first detection method was described, though more efficient and easily understandable. If an enemy is getting closer, it says “enemy closer”. If an enemy is getting farther away, it says “enemy farther”.
Now let’s add some chat capabilities on top of its power of speech. If a triangle is moving around, then the AI will finally use chat to tell you that there is “lootbug or nutcracker, closer/farther” and direct you with hot or cold in the chat. If there is an enemy that is stalking directly behind you and never loses sight of you, then the AI will tell you in chat “Bracken”. If you are outside, the AI will check for massive red dots and tell you “Worm” in the chat.
Also, if there is no loot or no enemies, the AI doesn’t say anything or at least the option to not say anything when there is nothing should be toggle controlled.
Now we can talk about various other jobs the “ship mom” role has that the AI needs to fill. Teleporting is a big one. The AI will just detect if you are rapidly spinning and if you’ve spun like this more than 3-4 times in a row, and then it will use the tp command on the terminal (overriding the flash command for a brief moment). If the AI sees the player approach a closed blast door and stand by it for a moment, it will open it. If the player is idle for more than 30 seconds with an enemy nearby (aka staring at a coilhead), it will automatically teleport you. If your player indicator on the terminal becomes a darker shade of blue (aka death), it will automatically teleport you. If you are nabbed by a forest giant, it will immediately begin teleporting you.
Great idea
(I didn’t read a single word of what you just said)
@@Aimyx Hmm then maybe don’t comment?
@@guts60 you got guts man
I can definitely see how the enemy recognition would work. Recognizing human player action and providing evac seems harder, but by the standards put out by this video, (hopefully) not impossible.
Instead of AI... this seems like a algorithm/just if else statements
2:18 this is the most lethal company thing ever
roberto best wifu
for voice based improvements:
represent the location of a target (enemy, or loot) with an ascending tone for left, ascending tone for right. at the same time, a monotone beep which gets faster when you are closer. when facing the target, the tone stops.
might overstimulate some people but if you learn it, it is a constant source of information that would be much more accurate. would have to increase the rate at which screenshots are taken in order to make it work but it would probably be a functional hack at that point
your text based version works really well though. could add some commands for things like teleporting you out, closing the ship door, and things like that.
4:38 this system would be improved if you used some kind of indicator that a certain piece of data was done, like with old-timey telegrams. something like "Enemies: 2. STOP. 6, 48. STOP. 12, 70. STOP." this sounds like it would be more complicated to understand, but having these kinds of markers sprinkled across the data would help you understand what's going on much better because you wont hear 3 numbers in a row and forget which two numbers are apart of which pair and having to focus on context clues like one of the numbers being larger than 12 or keeping track of how many numbers you have heard.
11:33 HAD ME DIEING
Same, I ran straight to the comments
I sorta just liked the spider. "Dude wtf is wrong with your partner on the radio"
@4:36 Radio communications in aircraft be like.
YES, I am looking at you ATIS.
7:13 i love it when you talk to me 🗣🗣🗣🗣🗣🗣 my cash machine 🗣🗣🗣🗣🗣🗣🗣🗣
I like how the more numbers one sounded like codes actually used in military.
This is incredible. I wish I could make my own Roberto/a, this is so cool. good job
Honestly i love the number system, it had a high skill ceiling and the chance to not understand everything with the robotic voice just adds to the atmosphere.
I genuinely feel like it could be a kind of ship upgrade a player on the ship could manually activate.
this is so cool like a real life sifi show where you have a robot crewmate who only knows cold calculating logic i would love to play like this
"1 items 1 enemies" *gets dogged*
4:59 cold! Hot! Cold “bracken snaps neck”
Lost a friend, couldn’t be bothered to find another in game, made one.
“Open the pod bay doors Hal.”
“I’m sorry Dave, i can’t do that.”
your creativity blows me away!
me when no coffie at 7 in the morning 1:18
this is too relatable
11:30 MR BEAAAAAST
4:58 it's shitty when you're actually testing or playing and having to redo it all again, but that's fucking hilarious
the idea of just hearing "hot, cold, 1 enemy" is so terrifying, like knowing something is there and not knowing where is horrifying.
Not really an AI, more like an algoritm, but still pretty cool^^
Will this be released as a mod on thunderstore, or something along those lines? Either way this is REALLY cool!
The code is public now, so you can run it yourself. But it's not a mod. You'll have to run the code on a separate instance of the game if you want to play with it.
I would also love to see a mod with a similar idea in the future.
@@synt_axeI think the best way for it to be intergrated into a mod is probably have it somehow tied to the ship itself, or it’s "AI" and have it basically broadcast information to players via the walkie talkie based on what’s being detected on the radar from each player’s position.
For the first method, i think it could still work if the AI could instead "group" close clusters of items and enemies and just give info on the nearest group, enemies first if any. If all fails, just communicating the closest piece of loot might also work, bringing it closer to the hot/cold mechanic, while still being able to warn about enemies!
On a more advanced note, if the snapshotting was more frequent (while keeping communications at the same frequency), it could be pretty cool for the AI to watch the enemies and try to guess what they are depending on their behaviour, or maybe communicate said behaviour, like "run" if it's chasing you or "stationary" if the enemy doesn't move, like the ceiling centipedes :D (But for that you probably need to keep track of the map too to get their relative movement since the map moves with the player XD)
0:20 @FREAKBAiT is that you?
👾
no way
''Tell me you have no friends to play Lethal Company, without telling me'' moment xD
Man if only the developer can add this kind of idea to the game
Impressive work
You forgot to make it so that he can tp you in emergencys
11:31 mate looks like he's about to cast some spells
Ok love the bot and I’d love to use it tho I think I’d go insane by the constant noise, if only it could tell when you’ve picked up the item so it’s registered that you know it’s there, seems like no matter how much you evolve the ai there’s just some things that only humans can do
There are three enemies around you....
Your about to die.
cold, hot, cold... very cold
The numbers honestly sounded like she was Overwatch from Half Life 2 giving codes to Combine officers.
Me with no friends: "Finally... I can play this game"
the "hot cold" is like a todler complaining when they have the flue lol"
Part of me is like: "Can you install this to play with yourself, and how"?
The other part is: "Chaos with friends"!
You should publish this on thunderstore as a mod
10:48
rip robot boi
What if the system was just a monotone beeping increasing in tempo whenever something was close
يسطا الاكسنت بتاعك جاحد ❤🔥
حبيبي, جزاك الله خير.
@@synt_axe bro liked the content keep it upp
0:09 problem starts when you dont have friends
0:38 The betrayal… and at 0:42 The revenge!
11:35 Me and my friend watching the professor trying to explain why they made a mistake 😂
You should add a function where roberto activates the ships teleporter on you so you can easily get back to the ship just incase you need that
The grid technique is so cool
11:34 well i didn't expect that
"OVERWATCH REPORTS 16, 12, 32, ALL UNITS STANDB-" ah communication bro. straight up half life 2 combine overwatch voice fr fr
I would've increased the sample rate to as high as possible and made the AI play a beeping sound that gets faster based on distance like a metal detector for a item, and play a hum sound when staring at the item that gets quiter the further from the center of the cone to being quite if its greater than 45°
I then would've made the AI verbally communicate the enemies, and verbal shout "Danger!" If someone starts moving really fast and "Caution" if a enemy is close to you.
Talking to the dog kinda scared me cuz it was right there but he just looked over like a pet lol
4:08 THE NUMBERS MASON, WHAT DO THEY MEAN??
that was funny "I said stop talking about me"
Bro I'm getting portal flashbacks 1:18
lol, the cold/hot AI could be a nice store item to purchase
This really shows that the amount of views a vid has or subs the channel has has nothing to do with quality. Great video, i sub rn.