I Made 1.000 A.I Zombies FIGHT A.I Soldiers... (Deep Reinforcement Learning)

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  • Опубліковано 15 лис 2024

КОМЕНТАРІ • 474

  • @Zuzelo
    @Zuzelo  Рік тому +163

    So shall I make it a game?
    Also, whom do I add next? Cavalry, Leader or Engineer?

    • @MrBannaMonkey
      @MrBannaMonkey Рік тому +56

      you should definitely make it a game

    • @eggnoob1036
      @eggnoob1036 Рік тому +56

      make Leaders

    • @dani-ct2vf
      @dani-ct2vf Рік тому +30

      cavalry please

    • @dani-ct2vf
      @dani-ct2vf Рік тому +18

      Also a total-war sort of game on this style would be super cool

    • @Bananabreadidk
      @Bananabreadidk Рік тому +10

      Make it a game and I'd say Leader that gives buffs to units around him and he has a pistol that does 25 damage on it (or 40 if its too little) and a small knife that does 30 damage the Leader can only dodge and there should be radius buffs like movements speed,reload speed stamina regain but every unit is punished if the Leader is unalived so they have to be protected and if they unalive an enemy unit in the commander's radius they get a bit extra reward and the leader only has 75 Stamina and 80 or 95 HP and they can also sprint but slightly slower than warriors and only 5 Stamina per second and they buff medics healing radius and other special effects of future units

  • @physicsgamer5141
    @physicsgamer5141 Рік тому +170

    Give commanders a radius in which they can be “heard” by other soldiers and can give orders, and allow commanders to send information to the other commanders like their position and some arbitrary values they can learn to encode themselves. That way commanders are local level coordinators and can coordinate with each other without overwhelming their decisionmaking.

    • @blabbobabboo5218
      @blabbobabboo5218 Рік тому +4

      Add a special commander, or more so just a non-random selector so only the best soldiers (if they survive) come to the next generations. If they die, their removed unless their faction lost. Then they get to keep trying.

    • @1-0-y9g
      @1-0-y9g Рік тому +2

      So like commander can say come here go there that sounds cool

    • @DGrant1801
      @DGrant1801 Рік тому

      ​@@blabbobabboo5218either that, or have a kill point system, where if theres a bot with, say, 5 kills average more than the other bots around it within a given proximity, it becomes the commander for its proximity. 🤷 That way its a Commander system based on successful kills. And maybe make a small reward system based on that that way bots want to become commanders.

  • @BlueFan99
    @BlueFan99 Рік тому +90

    You should give ai the abiliy to share certain information with the ais nearby, as well as know who and how many friends are near him. This would be the best way for them to work together. More info they have, more complex their actions will be.
    Information AIs should have access to and share: their cooordinates, last 5 actions they did, average direction they moved last 5sec, coordinates of closest enemy, coordinates of closest ally, current direction of movement.

    • @Zuzelo
      @Zuzelo  Рік тому +24

      I have been considering to have something similar, perhaps with slightly less information to share. I will have to give it a try and see how it works

    • @lollol5263
      @lollol5263 Рік тому

      ​@@ZuzeloOne of the "intel" agents should know is ally's/enemy's angle. That way they potentially learn to glimpse in direction their ally's looking. Or maybe agents should "hear" actions.

    • @Uncrea-b9h
      @Uncrea-b9h Рік тому

      @@Zuzelo Perhaps, instead of outright losing, they are heavily punished if the leader dies, even if they win.

  • @SufficingPit
    @SufficingPit Рік тому +31

    It might be interesting to have an "AI General" that isn't an actual unit and instead decides the placement and ratio of what units to use prior to the match beginning. Maybe also cordination where it can 'view' the whole evironment and 'order' units into groups and to locations which could fix problems of late game where units have a difficult time locating each other. Though the ordering while the sim is running might take away from the natural cordination and cooperation each agent has learned themselves.
    As for the leader unit you suggest as an option to add at the end, I like the idea of an officer type of unit that provide buffs and incentive to protect, but outright losing if killed seems a bit much. Perhaps it can provide buffs while alive, but if dead will give a overall debuff to all units where it is more likly for them to lose, but won't result in a situation of one side being heavily heavily ournumber but winning just because one unit was taken out.

    • @Zuzelo
      @Zuzelo  Рік тому +6

      Like the commander mode in battlefield!
      Regarding the leader, you might be right that insta loss is too much. Might be worth trying out both versions to see what makes for the best strategies

    • @Benw8888
      @Benw8888 Рік тому

      ​@@Zuzelo
      One way to add a "General" unit is to have a promoted soldier that can command nearby allies (I'd implement this by having the General AI neural network output a vector that is added to a middle hidden layer of every nearby ally's neural network) so that there can be some actual cooperation instead of single agents acting independently. Then, the General agent gets a reward based on whether its commanded allies kill enemies (it's your choice whether the reward is an average of the soldiers under command or the sum). The commanded allies still get trained as normal.
      A caveats: the soldiers need to know (aka have as input) their cardinal facing direction, so the general can command them to rotate until they face the same direction.

  • @The_518
    @The_518 Рік тому +13

    Engineer could be pretty interesting, I can imagine medics with musketeers and engineers hiding together and forming some sort of impenetrable fortress

    • @Zuzelo
      @Zuzelo  Рік тому +2

      oooh that would be cool!

  • @pichitosmalltown3239
    @pichitosmalltown3239 Рік тому +15

    The leader idea is amazing! Having something to protect instead of aimlessly walking around until they see an
    enemy provides better opportunities for them to develop a slightly more complex strategy

    • @Zuzelo
      @Zuzelo  Рік тому +4

      Yesss and imagine the sneaky strategies and operations the agents will attempt to take down enemy leaders!

  • @HorrorStained
    @HorrorStained Рік тому +19

    Did you all notice that in the zombies in the final battle were going backwards? I image that it may be a attempt at confusing the musketeers’AI. If I remember correctly with their vision they can only see what they are seeing is, the orientation and distance away from them of there target. They can’t see the speed and the direction of that their target is moving so they don’t realize that the zombies are moving toward them. Well, until they adapt which they probably did or not. I don’t know. Feel free to give me your thoughts on this.

    • @Zuzelo
      @Zuzelo  Рік тому +5

      Pfahahah they are and they definitely confused me :D

    • @dagreatleaf9003
      @dagreatleaf9003 4 місяці тому

      @@ZuzeloI think it’s an issue with converting units into zombies, as earlier in the video when you showed the conversion, converted units spun in circles while moving backwards. Also the fact that the humans didn’t attack them might be them still thinking the units are either allies or still dead and not being able to see them. Idk tho

  • @CoolDude2054iscool
    @CoolDude2054iscool Рік тому +5

    Another addition to the pogo-verse

    • @Zuzelo
      @Zuzelo  Рік тому +2

      Marvel better watch out!

  • @Axis_._
    @Axis_._ Рік тому +4

    Loving this series, a couple of things which I think would massively help.
    For warriors: give them a positive reinforcement for moving towards an enemy.
    For musketeers, the punishment for Friendly fire needs to be harsher.
    I think it could be interesting also, if you made the musketeers get a reload bonus of they don't move after firing.

    • @Zuzelo
      @Zuzelo  Рік тому +3

      Glad you find the series enjoying, I have lots of fun working on it :)
      For warriors: gotta try, sounds good
      For musketeers: already did that! And some other improvements which I will show in next video

  • @Kjackhammer
    @Kjackhammer 6 місяців тому +3

    A fast zombie battle would be cool, also what would happen if you put two teams of zombies against each other?🤔 that would be interesting to watch! Also maybe add even more zombie types like spitters or giants pls!

    • @Zuzelo
      @Zuzelo  6 місяців тому +1

      Hahah. that would be an endless battle :D

    • @Kjackhammer
      @Kjackhammer 6 місяців тому

      Someone would win eventually lol!

  • @JinjaBen1
    @JinjaBen1 Рік тому +3

    I think i like the engineer it would be cool to see the strategies they would come up with

  • @gunh4129
    @gunh4129 Рік тому +5

    I think there are several pointers that you have to put into the AI, so they can learn in correct direction. 1st, the objective of group survival. So basically, each AI (the human AI) need to have a value that they have to stick into. That is the survival of their group. 2nd. The value of team mate survival. So basically, you have to put a value for your soldier AI to ensure that their nearby group to survive. They can do whatever they want, like to sacrifice themselves, or to kill the enemy. These value is important, because with it, your AI soldiers won't kill their own team mate, if it is not really necessary (like to protect the group survival).
    For zombie AI, make them a carnivore AI, where they have to eat other team AI, in order to survive. If they don't eat, they die.

    • @Zuzelo
      @Zuzelo  Рік тому +1

      Have group communication would indeed be quite helpful, but I am yet to figure out a way of doing that for large scale battles (1000+ AIs)

  • @vladikkk1
    @vladikkk1 Рік тому +2

    Damn, that’s so cool

  • @DexyD20
    @DexyD20 Рік тому +2

    You should make it a possibility to save a brain you trained and be able to fight your friends with it and other brains people trained and against the ai and stuff or use multiple brains and stuff!!

    • @Zuzelo
      @Zuzelo  Рік тому +1

      I am considering turning this into a game :)

  • @Shaadferman
    @Shaadferman Рік тому +2

    Omg I was the one who sed that there should be zombies👍👍👍🎉🎉

  • @Gremlin0
    @Gremlin0 Рік тому +3

    RED
    I think a game would be really fun and if u could make it online where there are plenty of ppl fighting that would be awesome
    commander

    • @Zuzelo
      @Zuzelo  Рік тому

      hm, online would be quite tough. Especially for large scale battles

  • @Depth_.
    @Depth_. Рік тому +1

    if you are going to do another video with zombies you could put in the medic and give them an ability to turn zombies human like the necromancer you were talking about

  • @Depth_.
    @Depth_. Рік тому +2

    I think leader is the best option out of the three, not to different but could change the course of a battle when it comes to close proximity formations

  • @MZNLJ
    @MZNLJ Рік тому +2

    Well since you talked about last video, why not add a necromancer unit in the future? Here's my idea on how it could work!
    The necromancer should have around the same stats as a musketeer, except much slower and frailer. It could have two abilities:
    (1) Bolt of Miasma
    fire a bolt of malevolent fog, which has low dmg but covers creates a cloud of miasma, halving the damage of foes & poisoning them. Foes who die from poisoning get resurrected back as zombie thralls of the necromancer
    (2) Animate Bones
    Sublimate the flesh of nearby corpses & animate their bones, raising theas skeletal thralls. Skeletons are a basically faster zombies, but a key difference is that their smarter. The sublimated flesh has been used to increase the intellect of this undead allowing it to pick up weapons of fallen foes (or allies!) & use them! It can also revive dead zombies as well, basically giving the unit 1 (or 2 if they were a foe) extra lives!
    This is just a rough idea (& is kinda broken) so feel free to guve feedback on hiw to make it more balanced!

    • @Zuzelo
      @Zuzelo  Рік тому

      I like you necro suggestion, however sounds a little op with both abilities. Necromancers (and other units) are not off the table, but other soldier types just got more requests/votes :D
      So in future we might just see Necromancers!

  • @hooling5284
    @hooling5284 Рік тому +1

    This just keeps getting better

    • @Zuzelo
      @Zuzelo  Рік тому

      oooh and it will keep getting even better >:D

  • @colegilbert673
    @colegilbert673 Рік тому +1

    maybe add map variety and more in depth strategies for musketeers like actual 18-19th century line battles?

  • @giuseppelucacorreale5843
    @giuseppelucacorreale5843 Рік тому +1

    Ideas:
    GROUP BEHAVIOR
    I know it has been said many times, but you should focus on group behavior, the most important human trait
    1. make so warriors get a reward if they stick up together
    2. give a reward for medics if they stay with warriors and one for musketeers and every other soldier too, just smaller because melee soldiers are the one who need protection the most
    3. punish musketeers for being close to other allies because it increases the chances of friendly kill
    LEADER SUGGESTIONS
    I hope that this is the troup that will be added to the game
    1. give leader a very high reward for staying with a group of soldiers and make those soldiers follow him
    2. change its name to General or any other military rank because it's way cooler
    3. make it so when it dies the whole squad doesn't die, it looses half healt
    OTHER SUGGESTIONS
    1. make so warriers get a reward the closer they are to the enemies
    This is it for now, I have a lot of ideas and I am excited to share them

    • @Zuzelo
      @Zuzelo  Рік тому

      I agree there should be more communication btw agents. However, I am hesitant of adding rewards/punishments that control the behavior too much (like staying away from target). I really like their randomness and "strategies" they come up with
      As for the leader, I will have to try various reward functions and see which is the best, but I will try your advice as well
      Thanks for sharing! If you have other ideas, feel free to join the discord server where it is easier for me not to miss them :)

  • @ineffable0ne
    @ineffable0ne Рік тому

    It's kinda hard to imagine a trained fighter armed with both a sword and shield being unable to stop a slow/shambling-style zombie's teeth from touching him. There's ranged, then there's melee, and then there's... getting intimate.

  • @parkernelson3775
    @parkernelson3775 Рік тому +1

    Give one team a castle and see how they learn to defend it and see how the other team develops strategies to attack it

  • @cesaredimasi899
    @cesaredimasi899 Рік тому +2

    you should simulate the fight not in flat zone but in map with some hill, river and so much more with structure

    • @Zuzelo
      @Zuzelo  Рік тому

      This is on my to do list, however some time in the future, since that would require remaking the entire simulation. Currently soldiers can only aim left and right (not up and down)

  • @Duesikazergaming
    @Duesikazergaming Рік тому

    Here’s some unit concepts I made!
    The berserker:the berserker is a fast strong melee unit that can leap (also their axes can go through blocks or shields)
    The shielder:the shielder can block attacks and can cast a force field that prevents enemies and enemy projectiles from entering
    The mage:the mage is a powerful magic unit that can shoot fireballs that tracks down the nearest enemy

    • @Duesikazergaming
      @Duesikazergaming Рік тому

      @@olivertong1448”realistic” THEN WHY THERE ARE ZAMBIES

  • @Cybermaj
    @Cybermaj Рік тому +12

    Hi! I think humans will win!

    • @Zuzelo
      @Zuzelo  Рік тому

      Hi, I am afraid not :'(

    • @KacperBe_
      @KacperBe_ 2 місяці тому

      I think they will

  • @JustStart562
    @JustStart562 Рік тому +3

    Im not sure if you did this already but what if when a side wins all surviving members are heavily rewarded as to in force more combat

    • @Zuzelo
      @Zuzelo  Рік тому

      Yup, this is the way it currently works :) I used to punish the entire looser team, but removed that and now only the winners get rewarded

  • @tonyennis1787
    @tonyennis1787 8 місяців тому

    6:25 The French during the Napoleonic wars also advanced in columns. The poor saps in the front...

  • @ninjoypgd
    @ninjoypgd Рік тому +2

    I think it would be fun to play as a commander in first person and have some cool cooldown abilities used to command nearby "allies"

    • @Zuzelo
      @Zuzelo  Рік тому

      I agree. And it would be really dope if playing as different classes would result in different gameplay. Musketeer - FPS. Warriors - 3rd Person. Commander - RTS
      But that gotta be tough...

    • @ninjoypgd
      @ninjoypgd Рік тому

      @@Zuzelo For sure, but I think it's best to just focus on the most important features to make it really playable, but if you find a good solution to that, I'd be really interested in seeing it because I've tried the exact same thing multiple times but maybe I'm just stupid

  • @Yareyare161
    @Yareyare161 Рік тому +1

    I like the idea of having a leader and commander

  • @suspanda221
    @suspanda221 Рік тому +2

    Engineer should at least have an inefficient melee attack and also construct and plant mines or bombs

  • @negativeiqpoints396
    @negativeiqpoints396 Рік тому +1

    One unit that would be cool is a catapult, or some type of artillery. It doesnt move but has a lot of range, and potentially splash damage

    • @Zuzelo
      @Zuzelo  Рік тому +1

      100%
      Trebuchet was actually one of first suggestions, but medics won at that time!

  • @tuandingkang3263
    @tuandingkang3263 Рік тому

    You should incorporate six sense and hearing in the ais. Six sense casts rays in all direction but in a small range and detects anyone(red or blue) that's walking, giving it tertiary priority to turn around. First priority being seeing an enemy. Hearing casts rays in all direction in a big range and detects anyone(red or blue) dying, giving it secondary priority to turn around. Not sure if this is too complicated for the ai.

  • @misterhat123
    @misterhat123 Рік тому +1

    Add to the leader:
    1.when a leader is nearby a melee troop it command them to charge but if a range troop is on range of the leader the leader will command them to go backward 👌
    2.stats
    Hp: medium
    Stamina:normal
    Movement speed:low
    Attack speed:low
    And you do the rest👍
    3.give him a flint lock for defense. the damage of the flint lock is 20 damage 💥
    4.give him a flag attached on he's back and give him some badges for some respect 😎🏅
    Comment if you want more info I will respond maybe because some times I have
    to do somethings 😎👍

  • @NamsaRay
    @NamsaRay Рік тому +1

    I think about adding into this game some sort of a commander. But obviously global commander will just force your computer to do sudoku.
    So i think of some sort of officer which will give some sort of buff in his bubble of influence or just multiply score they get.
    Officer may "tell" units under the bubble where he's going to move and if units under the bubble will succesfully get to the area of officer's next bubble then they get more score.
    Officer will get 1/4 of scores units under the bubble get and loose score for death of units under the bubble.

    • @Zuzelo
      @Zuzelo  Рік тому

      That is kinda the idea I have for a leader, except the bubble part, I guess :D
      I will try different rewards to motivate agents hang out around it and will see which works the best, but then we should end up with quite a similar behaviour to what you've described

  • @definitlyEgirl-safetf2
    @definitlyEgirl-safetf2 Рік тому +1

    Love your content. I know you looked into communications, but did you try ppo critic stuff. i no programer but i believe in you

    • @Zuzelo
      @Zuzelo  Рік тому

      i am not sure what PPO Critic is, but I will check. I am using PPO to train the AI tho

  • @Spaceplayzsfs
    @Spaceplayzsfs Рік тому +2

    Sometimes,punishment isn't enough,you need to have a taste of Human flesh to get some motivation and start to think,or maybe the zombies were too hungry to think before their first win.

    • @Zuzelo
      @Zuzelo  Рік тому

      Yeah, I also can't think straight on an empty stomach.

  • @evanguard
    @evanguard Рік тому

    I think perhaps a good idea for this zombie vs human simulator could be a ranger wielding a blunderbuss/shotgun to be able to handle multiple zombies since you could see in the video that the zombies absolutely overwhelmed the humans

  • @Herpestesichneumon
    @Herpestesichneumon Рік тому +1

    Add a tank unit wich has a armor value wich decreases damage taken so medics heal others instead of themselves and make it so musketeers can't pierce armor well and make it so warriors can and are faster so that warriors have a purpose

  • @scoccerball4170
    @scoccerball4170 Рік тому

    Could have the commander be a banner bearer, a leader guy holding a big flag that can use large amounts of stamina to buff nearby allies, cause them to charge, give shield hp, etc. Give them 200ish hp, no attack or 25-50 dmg attacks and possibly make them slower

  • @Nyxaniel
    @Nyxaniel Рік тому

    The Moshpit killed me xD Do you like Hardbass? A Ninja would be a cool type of new unit. Faster than the normal warrior, but without a shield and two swords. And he can also fire some ninja stars.

  • @MrPonchovie
    @MrPonchovie Рік тому

    Fantastic video, really great series you have going with the Pogo Wars. During the introduction, you say horizontal when you mean diagonal, minor thing but i thought id mention it

  • @ManimsohungryIcouldeata
    @ManimsohungryIcouldeata Рік тому +1

    Y'know the leader should get added next. It would definitely reinforce the AI's strategies to protect their leaders or rush the enemy's leader or such.

  • @gaobillson3333
    @gaobillson3333 Рік тому +1

    You should make a game out of it. Setting up battles and playing as a pogo would be so much fun 👍👍👍

  • @happerry4651
    @happerry4651 Рік тому +1

    I still think a skirmisher should be a good idea, someone who has a weaker melee attack and limited ranged attack as a half way point between the two current units. Besides a Skirmisher, I vote for the Engineer. And I also vote that they can deploy land mines.
    There's some interesting ideas for commanders being thrown around though.

    • @Zuzelo
      @Zuzelo  Рік тому

      Oooooh I love it!! And if I the mines can deal friendly fire, just imagine the mayhem!

  • @lifefindsaway7875
    @lifefindsaway7875 Рік тому

    Leaders are a neat idea, but I think ‘followers’ could be effective too. Imagine a unit that would look at the K/D of the units nearby. If their K/D is higher, then they follow and do precisely the same thing. Maybe this would be a trait that all units have, so medics follow medics and musketeers follow musketeers, idk

  • @catkook543
    @catkook543 Рік тому +1

    I would love to see this project made into a game, maybe enable the player to run their own simulations and train their own AI populations with perpetrators of their choice
    As for new unit types, I would like to propose another idea -
    a spartan, they're like the warrior but
    +Their block power is always active and consumes no stamina
    ~They are equppied with a spear which attacks further, but in a more narrow area
    -They have a slower rotation
    -They have a slower attack speed
    but if your not taking proposals, then i like the engineer

    • @Zuzelo
      @Zuzelo  Рік тому +1

      Unfortunately Unity does not allow for training once the game is built :(
      I am always open for new suggestions, so feel free to share more ideas if you have

    • @catkook543
      @catkook543 Рік тому

      @@Zuzelo alright engine limitations, that's understandable then
      i mostly think the sparten idea could add a lot to potental stratagys, with them acting as a solid but slow front line
      Tanking on head on attacks, but arnt very flexable so very easily flanked if not supported properly

  • @callumfinlayson-palmer8393
    @callumfinlayson-palmer8393 Рік тому

    Just found this series and was going to suggest something akin to the commanders haha.
    Perhaps they take control of the closest allay troops and give them all the same movement orders (and mabye when to attack too).

  • @Spudnik_ii
    @Spudnik_ii Рік тому

    This series is incredible. Never heard of you before this, but so glad it ended up in my recommended.
    Also, Calvary should deal knockback to help disrupt enemy formations

  • @CaptainShake_NA
    @CaptainShake_NA Рік тому +1

    Adding hills, water, etc. to change movement and range increase, i.e. on a hill range, units can shoot further, and defence is increased if higher ground for melee units
    In water movement is reduced etc.

    • @Zuzelo
      @Zuzelo  Рік тому

      I am planning on adding terrain variation, but this will be a little further along the series

  • @charlysbonsaii9358
    @charlysbonsaii9358 Рік тому +1

    commanders or leaders both sound cool

  • @dominusnoctis3006
    @dominusnoctis3006 Рік тому

    It would be cool if Leaders (if added) could choose the "class" for their allies, so they could decide how many warrior, ranger or medics they have in their army. With their other mechanics this could make the Leaders core aspects of the armies.

  • @de_bestburger
    @de_bestburger Рік тому +1

    Is there a way to make ai to choose there own role?

  • @christophergrove8636
    @christophergrove8636 Рік тому +1

    How about a Sargent unit. A Sargent unit reduces or eliminates the living penalty for those near it, and it has a extra long visible range. It can fight alright, but not as good a a warrior. But it also gets rewarded for getting near enemy models.

    • @Zuzelo
      @Zuzelo  Рік тому

      So basically a weaker warrior that will motivate others hang around him? It sounds like a mix of a warrior and Leader (except of the loss on death part)

  • @godzilla3396
    @godzilla3396 Рік тому +3

    Cavalry

  • @skyacaniadev2229
    @skyacaniadev2229 Рік тому

    I was expecting the musketeer to learn run-hit-run tactics and the zombies to learn how to surround the musketeer so they have nowhere to run.

  • @eggnoob1036
    @eggnoob1036 Рік тому +1

    I loke this content and the evolution of the A.I strategy's.

    • @Zuzelo
      @Zuzelo  Рік тому

      Thanks, more stuff on the way :)

  • @JustHere4TheFunOfIt
    @JustHere4TheFunOfIt Рік тому

    The videos on this channel are amazing. Keep up the good work and have a blessed life.

  • @goodboi3319
    @goodboi3319 Рік тому

    Engineer sounds like a pretty cool concept

  • @CaptainShake_NA
    @CaptainShake_NA Рік тому

    I think you need a radio/scout unit. All units near thia unit share what they're seeing, and the radio units can share this with other radio units so they can organise front lines and reinforce weaker fronts.

  • @Hahatomato
    @Hahatomato Рік тому

    I think you should combine the commander and the leader. It would have a big radius of troop control, and a smaller radius where it buffs troops. When it dies, it should confuse all the soldiers it controls. It would debuff them, and make them loose several generations of progress if easily implementable

  • @lacteye230
    @lacteye230 Рік тому +1

    How do you learn to do this?

  • @prepriegrane_66
    @prepriegrane_66 Рік тому

    I think a small wall somewhere would be cool just as a cover. Or a class wall that you can see through but can't attack

  • @angelescobar5326
    @angelescobar5326 Рік тому +2

    Everytime when you describe how a new unit moves i die inside everytime you say horizantolly instead of diagonally

  • @mason-ry5ci
    @mason-ry5ci Рік тому +1

    Great video!

    • @Zuzelo
      @Zuzelo  Рік тому

      Great comment!

  • @jacobrutzke691
    @jacobrutzke691 Рік тому

    My recommendation is to give them ears and let them hear where the most commotion is that way they could actually know which direction the front line is because with their eye sight they cant see where the front line is from the middle or back of there army. It would mostly be useless in the moshpit but being able to know where people are fighting is a useful sense of direction.

    • @Zuzelo
      @Zuzelo  Рік тому

      I agree, its just that I havent thought (yet) of an efficient way of implementing such a system with so many AI

    • @smiggle5187
      @smiggle5187 Рік тому

      @@Zuzelo Maybe giving the units more hp could help, and then when a unit is hit it'll create a "noise" that can be heard in a certain radius. The reason for increasing the hp would be that, if a unit was drawn to where the most sound was coming from, then that place would most likely not even be the frontline by the time they arrive since the noise would just be everyone already dying - more hp might make them learn better self-preservation as well so they actually learn to fight cohesively and not as a jumbled mess

  • @Vito_a.
    @Vito_a. Рік тому +2

    Please add the cavalry !

  • @TristanPosadas-yf5of
    @TristanPosadas-yf5of Рік тому

    I think if you were to add an engineer, make it able to build fortifications and such for the musketeers to position at. While stationed at said fortification, maybe the musketeer could be more accurate/shoot further.
    Also, for the medics, you could probably make its bubble collide with other medic bubbles to make sure they don’t become immortal when next to each other. You could also make it so that only one agent is allowed in a medic bubble.

    • @Zuzelo
      @Zuzelo  Рік тому +1

      I was thinking of having dodge chance against enemy attacks if you are nearby a barricade.
      As for medics, I will try to make them heal only other soldiers

  • @HaunterV
    @HaunterV 6 місяців тому

    cover. let musketeers hold the line behind barriers that need to be destroyed first to get thru, like a siege

  • @user-gamer69420
    @user-gamer69420 Рік тому +1

    Add someone who can duel weild a weapon of our choice like a duel wielding flintnocker

  • @chetar5075
    @chetar5075 Рік тому +1

    You should make the training arena smaller so the ai will be forced to try and kill each other, I think that will bring better results than a wide arena where the walls kill them giving them no combat experience but idk

    • @Zuzelo
      @Zuzelo  Рік тому +1

      That is basically the reason they are trained in the moshpit first. This way the understand that running into wall - bad, while fighting - good
      Might still be interesting to try different maps

  • @JinjaBen1
    @JinjaBen1 Рік тому +1

    This is awesome 😎

    • @Zuzelo
      @Zuzelo  Рік тому

      You are awesome 😎

  • @Cybermaj
    @Cybermaj Рік тому +2

    We want a game!

  • @YourLightning28
    @YourLightning28 11 місяців тому

    I think you should make it so that there is something around a 15-25% chance that the musket shots over pierce and can hit multiple enemies but deal less damage.

  • @Lord-521
    @Lord-521 Рік тому +1

    I personally think you should add the Leader and greet video

    • @Zuzelo
      @Zuzelo  Рік тому +1

      I personally agree and thank you :)

  • @Mee12544
    @Mee12544 Рік тому +1

    All of them are cool but i want to see what strategy ai forms with leader mabey all the medics will souround him and portect him

    • @Zuzelo
      @Zuzelo  Рік тому

      Agreed. I believe Leaders will bring some drastic changes to the strategies

  • @ZachTheHuman
    @ZachTheHuman Рік тому

    Idea: have the teams be able to pick how many of each soldier type they want, allowing for bigger strategies.

    • @Zuzelo
      @Zuzelo  Рік тому

      Hm, then I would need some team AI that would make this decisions. Perhaps the commander, will have to think some more about this

  • @smiggle5187
    @smiggle5187 Рік тому +1

    This is cool asf

    • @Zuzelo
      @Zuzelo  Рік тому

      You are cool asf

  • @ishnenigans
    @ishnenigans 10 місяців тому

    YES PLEASE MAKE IT A GAME

  • @rexrules8895
    @rexrules8895 Рік тому

    would love to see this as a battle sim

  • @_TheCollective
    @_TheCollective 2 місяці тому

    bro is speedrunning getting executed by our ai overlords

  • @Hawe.252
    @Hawe.252 Рік тому +2

    please add the Leader and afterwards the asssassin who mainly focusses that leader and tries to kill him

    • @Zuzelo
      @Zuzelo  Рік тому +1

      Yessss!! Perhaps the assassins will always know where the opponent leader is!

    • @Hawe.252
      @Hawe.252 Рік тому +1

      @@Zuzelo maybe they even get an ability, where for 5 seconds, they camouflage either invisible or as an enemy to get to the Leader unseen

  • @quailron1581
    @quailron1581 Рік тому

    Ooh, you could use these zombie units if you wind up making that Necromancer unit.

    • @Zuzelo
      @Zuzelo  Рік тому +1

      Oooh I like that. Necromancer that spawns Zombies!

    • @quailron1581
      @quailron1581 Рік тому

      @@Zuzelo It’d be fun! The only question is whether Necromancer-made zombies can turn other units to its team.

  • @alexandrubusuioc6800
    @alexandrubusuioc6800 Рік тому

    I think you should add a punishment for friendly-fire, maybe the musketeers don't know that shooting there allies is a bad idea and that's why it's so common, they don't know it's bad.

    • @Zuzelo
      @Zuzelo  Рік тому

      I have, but it was waaay to small. Already fixed it for the next video :)

    • @alexandrubusuioc6800
      @alexandrubusuioc6800 Рік тому

      @@Zuzelo Good to know :)

  • @LegendGaming-il4iw
    @LegendGaming-il4iw Рік тому

    Be motivated, we are with you , you are making best content by machine learning

  • @ashurashur9368
    @ashurashur9368 5 місяців тому +1

    Humans. You shoud make it a game. And Leader

  • @AnalystPioneer1723
    @AnalystPioneer1723 Рік тому

    Were the warriors AI un-alive themselves so they would no be killed by zombies and turn into zombies. Also I think you should add leaders since they might able to make more complex strategies. something with ordering them might make them more efficient

  • @Wolf-oc6tx
    @Wolf-oc6tx Рік тому

    I think zombies will win because they have the advantage in close up fights.

  • @mitsukiayame8369
    @mitsukiayame8369 Рік тому

    Can't you give them rewards/punishments based on the amounts of friendly an enemy units within a certain range? My thinking being the warriors doing their thing but running away from zombies or something

  • @AaronCoutts-cp6pk
    @AaronCoutts-cp6pk Рік тому

    How about a diferent class.
    Halbader; halbaders will have longer weapons so they will not be threatend by zombies as much, however, do not have a true ranged attack. Can stab or slash.

  • @tsaraki38
    @tsaraki38 Рік тому +1

    Also, it will be very nice to give the ai win points by holding an area. Or give this points to grneral, because that is theirs main purpose - to rule soljeirs

    • @Zuzelo
      @Zuzelo  Рік тому

      Or even have different game modes like capture the zone! I like that!

    • @tsaraki38
      @tsaraki38 Рік тому

      @@Zuzelo Why does the AI model train from the very beginning every time, how about learning basic behavior and only then adding individual neural networks? Then training only them. As in the human brain, where we have many neural sites responsible for various feelings, actions, etc.: mathematical, logical, muscular, and so on

  • @musadoluca5862
    @musadoluca5862 Рік тому

    shieldmen ( chance to block, less attack)
    spearmen ( long range melle, less health)

  • @levig7042
    @levig7042 Рік тому

    Is it wild to suggest some kind of medic tent that medics would have to bring wounded pogos back to receive healing?

  • @mvbak5160
    @mvbak5160 Рік тому

    I am all for engineer, btw another great video

  • @yyhewzies1415
    @yyhewzies1415 Рік тому

    You should implement a system where are units that are close to each other get a small boost so it encourages musket lines, sheild walls protecting the leader.

  • @scoccerball4170
    @scoccerball4170 Рік тому

    Not sure how this would work but you could reward the closest allies to enemies get points while farther away punishes instead

  • @KingKhiGaming
    @KingKhiGaming Рік тому +1

    Just watched a bunch of ur vid so let pretend that i was here the whole time

    • @Zuzelo
      @Zuzelo  Рік тому +1

      Pff ez, long time no see king!

    • @KingKhiGaming
      @KingKhiGaming Рік тому

      @@Zuzelo long time no see indeed

  • @JNJNRobin1337
    @JNJNRobin1337 Рік тому

    what about the trebuchet as mentioned in an earlier video as an idea? (the one before the medic]

  • @mogaming163
    @mogaming163 Рік тому +1

    YEAHHHHHHHHHHHH ZOMBIES!!!!!!!! WOOOOOOOOOOOOOO!!!!

    • @Zuzelo
      @Zuzelo  Рік тому +1

      YEEEEEEEEEEEEEEEAH!!!!!