Author Archives: Billy

After Death: Wrap-up of AIFighter

Download it at http://www.cs.ucla.edu/~billyh/AIFighter.zip
Source code available at http://www.cs.ucla.edu/~billyh/AIFighterCode.zip
To play you need a PC, the XNA framework that you can download here

No longer needs Xbox controllers!
Major Changes from the last version
I enabled the keyboard so that users without XBox controllers could play. Many people outside the class asked for this. Additionally, I fixed […]

AI Complete! (Final version of AIFighter)

Download it at http://www.cs.ucla.edu/~billyh/AIFighter.zip
Source code available at http://www.cs.ucla.edu/~billyh/AIFighterCode.zip
To play you need a PC, the XNA framework that you can download here
and two XBox360 controllers (although with only 1 the game is still functional)
All game modes are working, the game is (almost) completely free of programmer art, and even includes an Easter Egg! Many […]

AI Fighting Game: now with “Reinforcement Learning”

As usual, you can find our latest work at
http://www.cs.ucla.edu/~billyh/AIFighter.zip
The entire project can be found at
http://www.cs.ucla.edu/~billyh/AIFightingGame.zip
In response to gameplay testing feedback [that it was difficult to train the AI and that the non-active player got bored], I’ve added a teaching mechanism for the inactive player. The inactive player controls a small “teacher” version of their […]

Playtesting 1:

I gave the playtesters (friends from my lab, who hadn’t played the game) the following control directions:
Controls:
A: Attack (Fire Arrow if Bow is Drawn)
X: Block
Y: Jab
B: Power Attack
Left/Right Trigger: Draw Bow
Left/Right Shoulder: Dodge Left/Right
One playtester asked “What does dodge mean?” and they didn’t really understand how to shoot arrows.
Then they played […]

Progress: AI can learn good!

I’m pretty happy with the progress this week. The AI observes the human player, constructs data points based on player actions and the state of the world when the player performs the actions, then builds a decision tree based on what the player does.
Between rounds I print out the decision tree. It’s pretty […]

First Playable Demo

This is our first demo that’s playable from beginning to end. It is obviously lacking an AI that learns (as well as walls, camera work, powerups, and a whole bunch of polish).
http://www.cs.ucla.edu/~billyh/AIFighter.zip

AIFighter (May 6th)

Find it at http://www.cs.ucla.edu/~billyh/AIFighterGame.zip

Algorithms: Decision Trees for AIFighter

The math here is mostly taken from Russell and Norvig, the quintessential AI book.
For AIFighter, the AIs must learn from the player’s actions how to fight.  There are two types of primitives, actions and conditions.  Actions are available moves character (AI or human alike) can perform, like Swing Sword or Move Towards Opponent.  Conditionals are […]

The Game vs. Dicewars

The Game is a scavenger hunt like game where teams of players drive around real world locations solving puzzles. Dice Wars is a dice based single player flash computer game that is similar to Risk.
Players:
The Game is cooperative multiplayer against other teams, Dice Wars is single player.
Objectives:
In Dicewars the objective is to conquer the […]

AI-Fighter (Schedule)

1 week (due Tuesday May 6th)
Billy:  Script AI functionality
Erik:  Add moves, game mechanics, win/lose, hitpoints, etc.
2 weeks (due Tuesday May 13th)
Billy:  AI learning functionality
Erik: Character Art/Animation

3 weeks (due Tuesday May 20th)
Billy: Second Collision/Graphics pass with new art + gameplay
Erik: Level Art +  some sounds
4 weeks (due Tuesday May 27)
Billy: Title/Start/Finish/Instruction Screen functionality, + some sounds
Eric: […]