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AI, ROBOT, Ability to play against the Computer.

Started by asic_designer, March 24, 2016, 05:36:20 PM

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matty0l215

April 16, 2016, 10:39:58 PM #30 Last Edit: April 17, 2016, 08:31:05 AM by matty0l215
Quote from: Urban Chaos 2.0 on April 16, 2016, 09:55:11 PM
Haha, you still didn't get me. But never mind it's all good. In any case, the rest is not hard. Not to me.

Can you write code?

Genuine question :P
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HornetMaX

Quote from: Urban Chaos 2.0 on April 16, 2016, 09:55:11 PM
Haha, you still didn't get me. But never mind it's all good. In any case, the rest is not hard. Not to me.
I don't get you, but I doubt anybody else gets you either.

Quote from: Urban Chaos 2.0 on April 16, 2016, 09:55:11 PM
But never mind it's all good. In any case, the rest is not hard. Not to me.
Go do it then. If you succeed we'll all be extremely happy.

And before you say something along the lines of "I'd need Piboso to do this and that", no, you don't need that.
Just write a module that, given all the data passed by GPB to an output plugin (you can find it here: http://www.gp-bikes.com/downloads/gpb_example.c) generates the control input to be passed to an input plugin (you can find it here: http://www.gp-bikes.com/downloads/input_int.c). I can help if you have specific questions.

HornetMaX

Even better: recently somebody mentionned TORCS on this forum. It's an open source car sim.
It turns out it has a pretty nice tutorial that shows how to implement a *very basic* AI.
I'd suggest you read it  to have an idea of the thing.

TORCS page: http://torcs.sourceforge.net/
Robot tutorial: http://www.berniw.org/tutorials/robot/tutorial.html

Urban Chaos 2.0

Hahaha. Unfortunately and fortunately, my proposed solution has nothing at all to do with writing a plugin for GP Bikes.

HornetMaX

Quote from: Urban Chaos 2.0 on April 17, 2016, 07:36:31 PM
Hahaha. Unfortunately and fortunately, my proposed solution has nothing at all to do with writing a plugin for GP Bikes.
You didn't get it, as expected.

HornetMaX

OK, let me elaborate before you ask.

TORCS allows you to easily plug your own AI into their sim.
In GPB, combining an output/proxy plugin with an input plugin, you can plug your own AI into the sim.

As you said that the AI part is easy for you, I don't see any obstacle for you to start coding the easy part and show it to us.

If you want to start with something (much) simpler: don't bother about the optimal trajectory, just write a bot that follows the centerline (provided by GPB) without crashing into other riders.
It's far from being a complete AI, but it's already a starting point.


Urban Chaos 2.0

Max... you didn't get me. I say: Read my suggestion again.

matty0l215

Quote from: Urban Chaos 2.0 on April 18, 2016, 08:19:05 AM
Max... you didn't get me. I say: Read my suggestion again.
What he is saying is who is going to write the code for an AI. Piboso is to busy working on getting the game to a finished state and this does not include implementing AI (he has stated this many time before).

Max has also correctly stated an AI Can be made using the input plugin provided by Piboso but a 3rd party would have to write the code for the plugin.

Its not a matter of weather AI can be implimented, because it can be but It's who is going to impliment it.
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HornetMaX

Quote from: Urban Chaos 2.0 on April 18, 2016, 08:19:05 AM
Max... you didn't get me. I say: Read my suggestion again.
I do agree on that.

Quote from: Urban Chaos 2.0 on April 18, 2016, 08:19:05 AM
I say: Read my suggestion again.
I say: no thanks, I've read it more than enough.

doubledragoncc

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Urban Chaos 2.0

Quote from: matty0l215 on April 18, 2016, 08:43:59 AM

Piboso is too busy working on getting the game to a finished state and this does not include implementing AI (he has stated this many time before).

Its not a matter of weather AI can be implimented, because it can be but It's who is going to impliment it.

Ah, I see. Well that clears it all up, haha.