Board index FlightGear Development New features

AI & MP Dogfighting now working! Bombable ships, aircraft...

Discussion and requests for new features. Please note that FlightGear developers are volunteers and may or may not be able to consider these requests.

Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby Hooray » Fri Jul 21, 2017 7:37 pm

Bomber wrote in Wed May 03, 2017 7:58 pm:AI is an interesting subject with regards combat, one that I've had many private chats about, even my son who's doing a computer science degree enjoys the challenge of creating 'neural net AI',,,,,, don't ask me I've no idea what


FWIW, FlightGear's built-in scripting language is close enough to JavaScript to "port" ANNs from JavaScript to Nasal within a few minutes of search/replace: http://wiki.flightgear.org/Howto:Neural ... s_in_Nasal
Please don't send support requests by PM, instead post your questions on the forum so that all users can contribute and benefit
Thanks & all the best,
Hooray
Help write next month's newsletter !
pui2canvas | MapStructure | Canvas Development | Programming resources
Hooray
 
Posts: 11114
Joined: Tue Mar 25, 2008 8:40 am

Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby Hooray » Sat Sep 23, 2017 7:42 pm

Bomber wrote:I think the challenge of AI within FG is an exciting adventure and would love to chat about with you and others.


FWIW, a while ago, the creator of the built-in (hard-coded) "AI traffic" system announced his own plans on revamping (aka rewriting) said AI engine from scratch: http://wiki.flightgear.org/FGTraffic

This was mainly inspired by the realization that there are number of hard-coded restrictions in place that are next to impossible to address in a sane way, many of which were repeatedly rediscovered by end-users over the course of the last 10 years, especially in terms of use-cases involving multiple instances (think multiple machines/screens like those commonly shown at FSWeekend/LinuxTag) and multiplayer setups:

http://wiki.flightgear.org/An_Integrate ... fic_System
http://wiki.flightgear.org/Decoupling_t ... fic_System
http://wiki.flightgear.org/Status_of_AI_in_FlightGear

Speaking in general, many people tend to work around these hard-coded limitations by only using the system to instantiate 3D models which are then controlled from scripting space, which is de-facto what the bombable system is also doing: http://wiki.flightgear.org/Scripted_AI_Objects

Realistically, it seems that the whole "FGTraffic" effort seems to have stalled quite a bit since then - so what is most likely to have an impact on the Bombable addon and "AI in FlightGear" as a whole, are Torsten's development of a dedicated addon "framework", and Richard's work on providing a strong IPC mechanism called "Emesary" - which is to say that the development of these two features alone can be considered to be the foundation for better/stronger AI, including controversial features (aka dog-fighting):

http://wiki.flightgear.org/Addons
http://wiki.flightgear.org/Emesary

In conjunction with the ongoing work on providing a built-in package manager it seems increasingly likely that sooner or later it will also be possible to download/install and manage/update and remove such "addons" using pretty much the same mechanism, like bugman was originally hinting at: http://wiki.flightgear.org/FlightGear_Package_Manager

Regarding the Bombable addon in particular, it would actually make sense to revisit the idea of extracting generic building blocks, as having a dedicated mechanism to control AI entities in a holistic fashion is one of the longest standing feature requests, and so far only the Bombable addon has succeeded at doing this - despite numerous related efforts: http://wiki.flightgear.org/Scripted_AI_Objects

The most recent effort (also built-in/using Nasal) is ThomasS "Ground Services" module: http://wiki.flightgear.org/Ground_Services
Image
Please don't send support requests by PM, instead post your questions on the forum so that all users can contribute and benefit
Thanks & all the best,
Hooray
Help write next month's newsletter !
pui2canvas | MapStructure | Canvas Development | Programming resources
Hooray
 
Posts: 11114
Joined: Tue Mar 25, 2008 8:40 am

Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby zbot473 » Sat Oct 07, 2017 6:16 pm

I can't seem to spawn any AI ground craft. After clicking the spawn button, it just says "0 AI Ground/Water spawned about 5000 meters from your location".
zbot473
 
Posts: 11
Joined: Sat Oct 15, 2016 3:17 pm

Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby DFaber » Tue Jan 23, 2018 4:00 pm

I have created a bunch of Bombable compatible Trucks. They can be used in AI scenarios or scattered randomly around your position.

Image

You can find them here:
http://flightgear-de.net/ai-trucks-for-bombable

Greetings
Detlef Faber
FlightGear Development:
http://flightgear-de.net

German FlightGear Forum
http://forum.flightgear-de.net
DFaber
 
Posts: 684
Joined: Fri Dec 01, 2006 7:51 pm
Location: Aachen, Germany
Version: GIT
OS: Linux

Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby Hevii Guy » Mon Feb 05, 2018 11:16 pm

Many thanks for your work, Detlef! I've recently discovered the joys of AI. However this isn't without certain frustration sometimes :?

In order to get my scenarios to work, I've had to resort to loading the files in two places:
    FG Root, which on Mac OS is /Applications/FlightGear.app/Contents/Resources/data
    Library, again, on Mac OS, this is /Users/me/Library/Application\ Support/FlightGear
The above seems to be covering my butt, but it is is rather inefficient :wink:
Perhaps if you could tell us where to load your relevant files I could finally learn how to properly install "bombable" and "other" AI scenarios.

Many thanks in advance
Hevii Guy
 
Posts: 40
Joined: Wed Mar 23, 2016 3:40 pm
Location: Global
Callsign: CH-HEVI
Version: 2017.3.1
OS: Mac OS 10.11.6

Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby DFaber » Tue Feb 06, 2018 9:14 am

Hevii Guy wrote in Mon Feb 05, 2018 11:16 pm:Perhaps if you could tell us where to load your relevant files I could finally learn how to properly install "bombable" and "other" AI scenarios.


I'm not too familar with Mac, but I guess FG Root/Nasal is the Place to put the bombable.nas file and FG root/AI is the place where the AI files should go. I don't know what Library means on Mac. I guess (really just guess!) that's the place where the Scenery and Aircraft Center files are downloaded.

Greetings
Detlef Faber
FlightGear Development:
http://flightgear-de.net

German FlightGear Forum
http://forum.flightgear-de.net
DFaber
 
Posts: 684
Joined: Fri Dec 01, 2006 7:51 pm
Location: Aachen, Germany
Version: GIT
OS: Linux

Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby Hevii Guy » Tue Feb 06, 2018 4:04 pm

Thanks, Detlef. Over the past couple of years, my Library folder began to accumulate files and sub-folders which should have always been in the Root directory. These were ill-informed attempts of mine to try to make certain things work. Clearly, this was not only unsuccessful! but also detrimental!

I've reinstalled FG 2017 after having renamed the FG folder in the Library. Hence, a clean FG folder has been created in that location. It will only be used for automatic loads of Scenery and Aircraft Centre files. I will take care not to pollute it this time! In any case, it's still not clear to me if the contents of the folders in the Bombable.zip must all be moved to their eponymous locations in the Root folder. Or, do they remain as subdirectories of the Bombable folder (which I saved to the Root location)?

Eventually I'll get this sorted out... !
Hevii Guy
 
Posts: 40
Joined: Wed Mar 23, 2016 3:40 pm
Location: Global
Callsign: CH-HEVI
Version: 2017.3.1
OS: Mac OS 10.11.6

Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby DFaber » Wed Feb 07, 2018 9:06 pm

Hevii Guy wrote in Tue Feb 06, 2018 4:04 pm:In any case, it's still not clear to me if the contents of the folders in the Bombable.zip must all be moved to their eponymous locations in the Root folder.

That is correct. The Contents of the Nasal subfolder goes into FGs Nasal folder, the AI folder with subfolders (which contains the AI Zeroes, Hellcats, B-17s and tanks) goes to the AI folder. Docs is optional. The top level Aircraft folder contains the modified User Aircraft. These can be put into your User Aircraft folder, but will also work in the root folder. Maybe some day, someone will turn this into an Addon...

Greetings
Detlef Faber
FlightGear Development:
http://flightgear-de.net

German FlightGear Forum
http://forum.flightgear-de.net
DFaber
 
Posts: 684
Joined: Fri Dec 01, 2006 7:51 pm
Location: Aachen, Germany
Version: GIT
OS: Linux

Re: AI & MP Dogfighting now working! Bombable ships, aircraf

Postby Hooray » Wed Feb 07, 2018 9:18 pm

FWIW, I have been in touch with flug, and there's the long-term idea to adapt the Bombable module and turn into a proper "addon" if/when the underlyig addon framework has become sufficiently flexible and powerful.
Please don't send support requests by PM, instead post your questions on the forum so that all users can contribute and benefit
Thanks & all the best,
Hooray
Help write next month's newsletter !
pui2canvas | MapStructure | Canvas Development | Programming resources
Hooray
 
Posts: 11114
Joined: Tue Mar 25, 2008 8:40 am

Previous

Return to New features

Who is online

Users browsing this forum: Google [Bot] and 3 guests