Thank you all for you responses, and I’m very glad to see there is an interest in improving AI in JME.
We’ll take a look whats in there and think about what we could contribute, you gave us some clues.
The guy in other thread is actually my student so yes we’ll definitle collaborate
Neural networks is just one of the things we could do, and since we allready have them, we’ll just think of some interesting use case in gaming. With time, I hope we’ll do other things as well, as we attract some more students and other folks interested in AI. We allready did some neural targeting with robocode, and we used neural networks to learn about enemy behaviour, aiming and moving and we actually got good results.
One of ideas I got after reading your posts is that Adaptive tactics selection can be done using NN, and that could be done easily. If someone dont want to use neural networks for that - they dont have to. We could design nice API for Adaptive tactics selection and for start we’ll provide implementation based on neural networks, however many other can be provided and people will be free to use what they want.
We’ll think about the best way to plug this into existing AI lib, and it would be great to test this on some existing game.
I like the concept of Behaviour interface in existing lib, it can be extended in interesting ways.
Also I have some questions:
Which class in JME3 is used to represent player in a game?
Which class i used to represent computer controlled characters?
And is there some base class to represent objects in environment?