This post seems to be highly interesting, I thought I would forward it to you since it pertains to a possible method of monster generation and is a cool idea. John Q. Smith wrote the following post on rec.games.roguelike.development: > Hi everybody, I have a possibly new idea that may help create a > radically unique roguelike. Then again, it may be a horrible idea, > which is why I'm testing it out here first. > > I, like, everybody else here, am working on my own roguelike, and, > like everybody else here, I'm not content to make > yet-another-roguelike. I want to make mine bigger, better, and more > innovative then the rest of them. I probably won't, but you all > understand the desire to keep pushing the envelope. After all, if > we're not making something different, then what's the point? Anyway, > along with my idea. Along with my interest in roguelikes, I have a > deep interest in programming AI, neural nets, genetic algorithms, > agents, and the like. After a recent project, I began to think that > maybe some of these ideas could be incorporated into a roguelike. To > get an idea of what I'm hinting at, let me describe my project that > gave me the idea. > > My project was called Wonderland, and it was a simplistic ASCII world > with a 1000 x 1000 grid, each space containing either dirt, rock, > grass, water, bushes, or trees. Then wonderland was populated with a > variety of different creatures, each with varying attributes, and a > unique brain. As time wore on in Wonderland, the creatures all bred > to be stronger and smarter, or they died out. Because all of the > creature's data (attributes, brain, etc.) were encoded in their genes, > the offspring of two creatures would share its parents genes. Through > very simple and subtle changes in the brains of creatures, a variety > of radically different behaviors were produced. Following is a > descriptions of creatures during there first generation, and then a > description of how they were when Wonderland was finally shut down. > > Goblins - At the start, goblins were fast, relatively strong > omnivores, with relatively poor sight, but excellent noses for > tracking. Their brains were initially made to allow them to be > relatively independant, but they eventually evolved into group > dwelling creatures, with a strong central leadership. The strongest > of the herd would lead, and delegate tasks to weaker creatures, and > through this the various goblin tribes managed to flourish. Note that > they eventually migrated from a riverside society to cave dwelling. > Also note that none of these behaviors were programmed in, they > evolved that way on their own, into a species/society that best suited > them. > > Ants - Ants were initially programmed to be fast, moderately strong > herbivores, with practically no sight, but terrific senses of smell. > Initially they were programmed with a sort of hive mind, but they > gradually grew away from central leadership to more of a swarming > structure. No individual made any decisions, and the ants were > individually very stupid, but by following very simple behavior > patterns the ants as a whole were very successful, but they were > unfortunately driven to near extinction by the balrogs. > > Balrogs - Balrogs were immensely strong, moderately fast, with a > moderate sense of sight and smell. They had a very slow gestation > period, with small litters, and since they had a very small initial > population, they grew and evolved rather slow. Because of this, they > grouped into to a tribe-like society, where no individual made any > more decisions than the rest, but they all looked out for each other, > to ensure genetic survival. They all cross bred and were extremely > good parents, protecting their children avidly. They found the ants > to be the best source of food, and the least challenging to defeat, so > they eventually trapped the ants at their nesting sight, took up > residence their, and lived off a steady supply of newly hatched ants, > thus preventing the ants from breaking free. Basically, the ants were > farmed by the balrogs. Of all the emergent behavior to occur, this > was the least expected and most bizarre. The balrogs biggest threat > were the raptors, and Alice. > > Raptors - Raptors were fast, lethal, and with excellent senses of > smell and a unique sense of sight; they could only see movement > (unfortunately, no other species caught on to this inherent weakness > in their vision. They changed little, although their hunting skills > did become more coordinated and efficient. They were initially a hive > mind, but gradually grew to be more individualistic, but with > excellent communication skills, causing them to be the fiercest > hunters in all of Wonderland. They seemed to be able to quickly take > up appropriate positions during the hunt. For example, the most > splendid hunt I viewed occured with a pack of 5 raptors, against a > balrog who had strayed from the pack to try and find a fresh food > source (the ants were slowly dying out). When the balrog was about 50 > paces from the rest of his fellow's group, and well out of his allies > sight and smell range, 2 raptors cut him off. The balrog turned to > fight, but a 3rd raptor showed up and the balrog changed his mind, and > ran. To the north 2 more raptors appeared, and sensing trouble, he > ran to the west (since the north and southeast were blocked). The > raptors continually shifted their flanking pattern, forcing the balrog > into a dead end cave, where he was ganged up on and slaughtered > simultaneously by all 5 raptors. Not a single raptor died, despite > the fact that one balrog can kill two raptors and survive, and > sometimes a third, but the raptors teamwork saved them all. > > Alice - Alice was the final type of creature in Wonderland, and also > the most unique. Alice was one of a kind, which means no breeding. > She was given an infinite lifespan, however, so she would never die > from old age. She was the fastest creature in all of wonderland, and > also the weakest, but she possessed the most highly developed brain, > with as much memory as she could fill alloted to her, and superior > learning capabilities. She also possessed the unique ability to move > any object in the environment; in effect, tool using. She could move > rocks, trees, bushes, and other creatures (although they didn't go > quietly). There were several points early on where she almost died, > but she eventually grew to be the most fearsome creature in all of > Wonderland. If any group of creatures caught her scent or spotted > her, they would all flee. Not because she was ferociously strong, but > because she always had a clever plan of attack which was devestatingly > effective. For example, she once flanked the opening of a long and > narrow cave of goblins. The goblins, not daring to leave the > 'protection' of their cave, huddled deeper and deeper inside. Alice, > meanwhile, casually dragged a number of rocks from nearby, and blocked > off the cave entrance. Because she was the only one capable of moving > rocks, the goblins were trapped without a food source except each > other. Alice waited a few days, when the goblins were weaker from > hunger and halved in numbers, then casually hurled the rocks that were > blocking the entrance into the cave, crushing and killing the > survivors, and giving Alice a few weeks worth of food. There were > several other brilliant kills she achieved, but this post has run on > long enough. > > While watching my experiment run its course, it was hard not to > imagine it as being a roguelike. ASCII graphics, along with Alice's > '@', and I began thinking that the genetic algorithms, AI, and neural > net techniques could potentially provide a fresh gameplay experience > in a roguelike. Traditionally, as the player grows in power, so do > the enemies, to compensate. In this, you could just let the enemies > evolve, and they would naturally grow in power, plus they would get > smarter, forcing the player to think up new strategies to defeat > enemies. For example, if the player always tried a certain technique > against goblins, eventually the goblins would anticipate it and make > plans to circumvent such a plan of attack. This, I think, could have > a lot of potential and freshen the playing experience. Well, this has > run on long enough, so, tell me what you think. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel