getting academia back on board
Posted: 17 Nov 2011, 01:52
Hi all
I recently did my honours research in AI for spring, unfortunately the learning curve and lack of coherent documentation resulted in the final product being a half-baked proof of concept that was just enough to provide me with sufficient statistics to write up the thesis.
Despite the challenge of learning the ins and outs of the spring engine, the features such as:
-a range of AI interfaces that is common over many RTS games
-the fact that it is so easy to setup and observe AI v AI battles
-and the ability to use Lua widgets/gadgets to collect game statistics independently of AI code
Are so unbelievably marvelous and no other open source RTS engine comes close to being as good
I am currently 6 months into my PhD expanding on the work I started in honours and my single biggest frustration is that all the RTS AI work I find is implemented on about 20 different RTS games. This is making comparison impossible, and expanding on existing work difficult (so I’m not going to). So in my opinion it is in the best interests of the RTS AI field for Spring to become a dominant research tool once more.
I have a good handle on widgets, but I only have foundation knowledge in gadgets and the AI interfaces and am currently struggling to try and work out how luaGaia operates and weather I can use it to set up specific scenarios that define what units, building and resources players start with.
So my initial suggestions are:
-People with more knowledge about AI in spring should update the Wikipedia page to include something about AI dev
-some basic tutorials on AI dev that can be distributed to/found by uni students may entice a new generation of AI developers
-finally, an annual competition for AIs. I’m not sure of the mechanics of such a competition, only that people are generally motivated by a bit of friendly competition
I recently did my honours research in AI for spring, unfortunately the learning curve and lack of coherent documentation resulted in the final product being a half-baked proof of concept that was just enough to provide me with sufficient statistics to write up the thesis.
Despite the challenge of learning the ins and outs of the spring engine, the features such as:
-a range of AI interfaces that is common over many RTS games
-the fact that it is so easy to setup and observe AI v AI battles
-and the ability to use Lua widgets/gadgets to collect game statistics independently of AI code
Are so unbelievably marvelous and no other open source RTS engine comes close to being as good
I am currently 6 months into my PhD expanding on the work I started in honours and my single biggest frustration is that all the RTS AI work I find is implemented on about 20 different RTS games. This is making comparison impossible, and expanding on existing work difficult (so I’m not going to). So in my opinion it is in the best interests of the RTS AI field for Spring to become a dominant research tool once more.
I have a good handle on widgets, but I only have foundation knowledge in gadgets and the AI interfaces and am currently struggling to try and work out how luaGaia operates and weather I can use it to set up specific scenarios that define what units, building and resources players start with.
So my initial suggestions are:
-People with more knowledge about AI in spring should update the Wikipedia page to include something about AI dev
-some basic tutorials on AI dev that can be distributed to/found by uni students may entice a new generation of AI developers
-finally, an annual competition for AIs. I’m not sure of the mechanics of such a competition, only that people are generally motivated by a bit of friendly competition