Creature Caster AIs

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slowdive
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Re: Creature Caster AIs

Post by slowdive »

I finished all the code parts for the new General Caster AI. I still need to add a few more features like moving first if needed to cast to the optimal square (that will require some decision memory tricks). Now I'm testing it out in the Proving Grounds module. I created a test wizard that has a lot of spells to choose from (almost all of them). Found a few bugs already and some issues with not showing mirror images for creatures. More testing to follow.
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Dorateen
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Re: Creature Caster AIs

Post by Dorateen »

Excited to see these new intelligent, and deadlier spellcasters.
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slowdive
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Re: Creature Caster AIs

Post by slowdive »

After some more testing, it looks like the AI is working as expected. I added in some more randomness to the spell selection from within a category (heal, damage, buff, debuff) and within a major and minor group. The AI also looks at trying an AoE spell first (only uses it if enough targets are in the best AoE location) and then a single target spell next. I still want to add the moving before casting feature to optimize the use of the best spell on each round. This will take some time, but I think it will be worth the effort.
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slowdive
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Re: Creature Caster AIs

Post by slowdive »

I made a short video to show where I am at with the new General Caster AI. I walk through the basics of the code first and then do a demonstration of the code in action with the combat test module:

https://youtu.be/tVlhczrD0LY

What do you think so far? I'll make more videos as the code progresses.
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Dorateen
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Re: Creature Caster AIs

Post by Dorateen »

I just had a chance to watch the video, interesting stuff. The most satisfying thing to me is seeing a variety of spells, and less repeating castings of the same buff. Makes magic using enemies so much more dangerous. Also, I think a key to an engaging battle is one where the player has to react to events on the field. The web, hold and high damage fireballs creates a lot of conditions to deal with, in order to win such a fight.
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slowdive
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Re: Creature Caster AIs

Post by slowdive »

I was able to get the move before casting working. Now the caster will find the best possible location/target for the selected spell and move to the closest location that will work to cast from. It still has a few weird moves every once in awhile that I'll have to figure out, but for the most part it is fairly brutal. I'll do some more play testing and then try adding it to IB for v204. I'll also make another video once everything seems to be working as intended.
Pongo
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Re: Creature Caster AIs

Post by Pongo »

"fairly brutal" sounds like what we were aiming for! Good work, look forward to the vid.
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Dorateen
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Re: Creature Caster AIs

Post by Dorateen »

Now I really need to add that Silence spell before 204 drops.
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slowdive
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Re: Creature Caster AIs

Post by slowdive »

I made a short video to show the addition of the "move before casting" feature. There are still some anomalies that need tweaking and some better decision making that needs to be added in, but I think it is going well so far. What do you think?

https://youtu.be/yRNDzVile60
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Dorateen
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Re: Creature Caster AIs

Post by Dorateen »

Hey, slowdive, video looks good. Very cool to see casters move and then take an action.

Just a head's up, I don't think the Silence spell I copied over from Proving Grounds is working properly. I tested on an enemy creature, and it showed the Silence effect, but she still was able to cast a spell. I am going to check the effects data, so see if there is a property that needs to be applied to prevent spell casting.

edit: Ah, under the status type, it says Silenced. But then in the descriptive box at the bottom, indicates Silenced has not been implemented.
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