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Monday, June 2, 2008

SOCCER TACTYX Editor

Thanks to the release of the NsEditor, I was inspired and realized that an in-game editor is going to be very useful in SOCCER TACTYX (ST). So I read carefully the IUP documentation, the native GUI included in APOCALYX, and set-up in a very short time a control dialog for ST that includes: the main panel used to choose the properties of the matches, an options panel to set several preferences and a script editor.

The script editor is only a simple text editor, nothing comparable with the script editor included in NsEditor. I mean that there is no sintax highlighting or automatic completion, but at least some buttons to simplify the writing of scripts are available.
This first release of ST is becoming not only a nice game for programmers, but also the occasion to test a lot of engine features that were almost ignored until now.

5 comments:

Sunweaver said...

Are you going to include a tribune or balcony for spectators ??

:)

Sunweaver said...

By the way, there is a very good book on AI which also includes a soccer simulator:

Programming Game AI by Example (Mat Buckland): http://www.amazon.com/gp/product/1556220782

The logic it uses is very different from yours, but maybe it helps inspiring you some more.

Cheers

Unknown said...

Sunweaver said...
> Are you going to include
> a tribune or balcony for
> spectators ??

I'm not the modeller: You should ask to Kr0meel :)

> By the way, there is a very
> good book on AI which also
> includes a soccer simulator:
> The logic it uses is very
> different from yours, but
> maybe it helps inspiring
> you some more.

Thanks for the link. Since I don't think to buy a book to improve a free game ;-> can you summarize the approach followed by the author of the book?
Thank you in advance!

Sunweaver said...

Hello Leo.
Sure can: Mat implements player behavior based on roles (defense, offense, goalkeeper) and teammate behavior (if one goes for the ball another won't f.e.), dividing the field into sectors and triggering behaviors also by sectors, so the NPCs know when to attack or defend. Certain parameters determine the behavior, like precision to shoot the ball, strength, team coordination, positional predictions and the like, meaning that you could easily have one team being more defensive, another more offensive or with more coordination and the like, the outcome is quite spectactular. The algorithm might work in game like a soccer manager, where you invest in certain aspects of the team and you then see what came out of it. Your approach is to have all of the programming be done by the scripter, that's why I said, it's different, but maybe the aspects of perception, sectors and roles might also serve a purpose for the demo. I am looking forward to it.

Cheers

Unknown said...

Sunweaver wrote:
>
> Mat implements player behavior
> based on roles and teammate
> behavior...
> Your approach is to have all of
> the programming be done by
> the scripter, that's why I
> said, it's different...

It's a very interesting book. I always asked myself how one can program such tactics in a game (and soon I'll try to find some solution, as soon as SOCCER TACTYX will be available).
Let's say that mine is not a different approach, because I simply call player the one you call "scripter". You must consider that the purpose of the game, the task that players want to achieve is to write the best algorithm to beat the algorithms of the other players. So the book and the techniques you have so clearly described are more useful to the players than to me, because I only provide the environment where the players' bots live.
All those techniques can be implemented in Lua scripts shared by team-mates and I expect to see several different tactics (developed by the few, very few, players who are going to play), as already happened in a previous version of the game, but I also expect that the best ones will implement something similar to what you have described.