Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

[RELEASED] Reaction AI v1.1

Discussion in 'Assets and Asset Store' started by fizzq, Aug 24, 2016.

  1. fizzq

    fizzq

    Joined:
    Jul 30, 2016
    Posts:
    43

    Attached Files:

  2. Baroni

    Baroni

    Joined:
    Aug 20, 2010
    Posts:
    3,152
    I predict you will get zero additional purchases for that update. Your asset doesn't show what it does besides having that wall of text in the description - no screenshots, no videos, no web players, no links in the description pointing to this guide (which I didn't read). No information on your 'publisher' website either. Just giving some advice that potential customers won't fall into that trap of purchasing a black box...
     
  3. fizzq

    fizzq

    Joined:
    Jul 30, 2016
    Posts:
    43
    Thanks for the advice. I appreciate your tips.

    I've created a video as well to show sample usage and behavior using a test application.

    Here's the youtube link:
     
  4. robert301990

    robert301990

    Joined:
    Jul 1, 2014
    Posts:
    30
    You should add more pictures and explanations. You might have a great asset but without a presentation you will not go too far. I am telling you from experience.
     
  5. Mad_Mark

    Mad_Mark

    Joined:
    Oct 30, 2014
    Posts:
    482
    @fizzq
    Can this asset be used (quickly, easily, and following documentation) to:
    - Create a hostile AI that attacks only with melee?
    - Create a hostile AI that uses melee and ranged attacks?
    - Create a neutral AI that interacts with the player?
    - Allow the neutral AI to be influenced by experience?
    - Create a friendly AI that will follow the player?
    - Create a side-kick AI that will fight for the player?
    - Integrate with UFPS (damage system)?
    - Decide that it is appropriate to idle, walk, run, flee, hide/seek cover, etc.?
    - Not decrease FPS by 50% when adding 30 AI agents to a scene?
    - Work with Mecanim animations?

    Also, is this the same "Reaction AI" that used to be free? Why is it $10 better than it used to be?

    Mark
     
  6. fizzq

    fizzq

    Joined:
    Jul 30, 2016
    Posts:
    43
    @Mad_Mark

    Please see my answers below. What you are asking is simply based on the "states" set in the JSON input personality file which is used to initialize each "brain"/personality. The file can be different for different "brains"/ AI NPC:

    Can this asset be used (quickly, easily, and following documentation) to:
    - Create a hostile AI that attacks only with melee?
    Yes

    - Create a hostile AI that uses melee and ranged attacks?
    Yes

    - Create a neutral AI that interacts with the player?
    Yes - use specific states for the character that map to the desited behavior

    - Allow the neutral AI to be influenced by experience?
    Yes, as long as you set the "success percent" for the "experience" that sets this for the respective states.

    - Create a friendly AI that will follow the player?
    Again, you can have states for "follow", "unfollow", etc. But the actual pathfinding/movement logic is not in Reaction AI

    - Create a side-kick AI that will fight for the player?
    As long as you have a trigger to fight based on the player state, the AI can fight other NPCs as well.

    - Integrate with UFPS (damage system)?
    Yes. You will need to use the damage amount as part of the success percentage as an input with one of Reaction AI API's. This success percent is used by the AI as to how "good" its move was. For example, if the avatar performs an attack, and the AI performs the wrong block, you can use the damage inflicted as part of the success percent of the AI's block move performed. The sample script implementation included in the asset shows an example of this.

    - Decide that it is appropriate to idle, walk, run, flee, hide/seek cover, etc.?
    Yes, again, based on the avatar action. But you would need these states including in the personality initialization file

    - Not decrease FPS by 50% when adding 30 AI agents to a scene?
    Reaction AI does not deal with framerates.

    - Work with Mecanim animations?
    The animations you perform are simply based on the returned "reaction" state of the AI. Implementation of which animation to play is up to you.

    Also, is this the same "Reaction AI" that used to be free? Why is it $10 better than it used to be?
    I've released v2.0 with some tuning improvements for $4.99

    Please let me know if you decide to purchase it as feedback is appreciated.

    thanks,

    Faisal
     
  7. Mad_Mark

    Mad_Mark

    Joined:
    Oct 30, 2014
    Posts:
    482
    How are brains created? Your video was not helpful. Do you provide the "brains" or is that for the user to do? How do I, your brand new customer, use this program?

    Can this asset be used (quickly, easily, and following documentation) to:
    - Create a hostile AI that attacks only with melee?
    Yes
    - Please show how.

    - Create a hostile AI that uses melee and ranged attacks?
    Yes
    - Please show how.
    .
    .
    .
    - Decide that it is appropriate to idle, walk, run, flee, hide/seek cover, etc.?
    Yes, again, based on the avatar action. But you would need these states including in the personality initialization file

    - Not decrease FPS by 50% when adding 30 AI agents to a scene?
    Reaction AI does not deal with framerates.
    - Does it impact framerates? Does it run code on an object?

    Also, is this the same "Reaction AI" that used to be free? Why is it $10 better than it used to be?
    I've released v2.0 with some tuning improvements for $4.99.
     
  8. fizzq

    fizzq

    Joined:
    Jul 30, 2016
    Posts:
    43
    @Mad_Mark

    You can see a melee example implementation in this video:


    The implementation basic sample for this is attached.

    to create the brain, you simply need to instatiate a brain object like so:
    Brain brain = new Brain(30000, "SampleJSONPersonalityInputFile");

    here, 30000 is the number of neurons for this brain. If you have multiple NPCs, each NPC will need it's own brain object.

    I've also attached a sample personality input file. This file has all the "reactions" the AI can perform and you would need to map that to an animation and NPCs action and implement your own logic for that (can be anything you want such as IDLE, BLOCK, FLEE, ATTACK_MELEE, ATTACK_SHOOT, etc). This file is specified for how you want the AI to be able to do and can be different for different NPCs that use Reaction AI.

    Here are all the API calls after instatiating the "brain":

    reaction = brain.sendStimuli(avAction);//Reaction AI API #1, avAction is the action the avatar just performed

    npcAction = reaction.getAction();//Reaction AI API #2
    reaction.getSubReaction();//Reaction AI API #3
    reaction.getEmotion();//Reaction AI API #4
    reaction.getVisualRank();//Reaction AI API #5
    reaction.getSpeed();//Reaction AI API #6
    brain.createNewMemory(reaction, successPercent);//successPercent can be a formula based on how much damage the NPC has inflicted on the avatar and how much damage the avatar has inflicted on the NPC - example
    brain.clearStimuli();//required to create new memories

    It should not affect framerate as the computation speed is high. Just an FYI, a brain with an extremely large of neurons will take longer processing times.

    Please let me know if you have further questions or clarifications.

    Thanks!
     

    Attached Files:

  9. fizzq

    fizzq

    Joined:
    Jul 30, 2016
    Posts:
    43
    these are good questions..I may post my response to your answers as other may have similar

    Also wanted to add...a successful block by the AI is deemed success as well. For example, if the AI blocks with 0 damage, this could have a successPercent of 100 or any other value you choose to balance
     
    Last edited: Feb 15, 2017