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
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.
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.
@@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.
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.
@@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.
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.
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
@@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.
Engineer could be pretty interesting, I can imagine medics with musketeers and engineers hiding together and forming some sort of impenetrable fortress
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
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.
@@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
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.
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
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!
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.
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!!
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
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
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!
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!
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
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 :)
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.
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)
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
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...
@@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
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.
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 😎👍
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.
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
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.
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
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
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
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.
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
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.
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.
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
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
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
@@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
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).
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
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.
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.
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.
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)
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.
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
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 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
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.
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
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
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
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.
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.
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
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
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.
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 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
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.
So shall I make it a game?
Also, whom do I add next? Cavalry, Leader or Engineer?
you should definitely make it a game
make Leaders
cavalry please
Also a total-war sort of game on this style would be super cool
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
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.
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.
So like commander can say come here go there that sounds cool
@@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.
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.
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
@@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.
@@Zuzelo Perhaps, instead of outright losing, they are heavily punished if the leader dies, even if they win.
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.
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
@@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.
Engineer could be pretty interesting, I can imagine medics with musketeers and engineers hiding together and forming some sort of impenetrable fortress
oooh that would be cool!
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
Yesss and imagine the sneaky strategies and operations the agents will attempt to take down enemy leaders!
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.
Pfahahah they are and they definitely confused me :D
@@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
Another addition to the pogo-verse
Marvel better watch out!
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.
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
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!
Hahah. that would be an endless battle :D
Someone would win eventually lol!
I think i like the engineer it would be cool to see the strategies they would come up with
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.
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)
Damn, that’s so cool
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!!
I am considering turning this into a game :)
Omg I was the one who sed that there should be zombies👍👍👍🎉🎉
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
hm, online would be quite tough. Especially for large scale battles
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
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
I agree!
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!
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!
This just keeps getting better
oooh and it will keep getting even better >:D
maybe add map variety and more in depth strategies for musketeers like actual 18-19th century line battles?
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
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 :)
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.
Give one team a castle and see how they learn to defend it and see how the other team develops strategies to attack it
you should simulate the fight not in flat zone but in map with some hill, river and so much more with structure
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)
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
@@olivertong1448”realistic” THEN WHY THERE ARE ZAMBIES
Hi! I think humans will win!
Hi, I am afraid not :'(
I think they will
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
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
6:25 The French during the Napoleonic wars also advanced in columns. The poor saps in the front...
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"
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...
@@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
I like the idea of having a leader and commander
Engineer should at least have an inefficient melee attack and also construct and plant mines or bombs
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
100%
Trebuchet was actually one of first suggestions, but medics won at that time!
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.
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 😎👍
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.
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
Love your content. I know you looked into communications, but did you try ppo critic stuff. i no programer but i believe in you
i am not sure what PPO Critic is, but I will check. I am using PPO to train the AI tho
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.
Yeah, I also can't think straight on an empty stomach.
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
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
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
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.
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
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.
You should make a game out of it. Setting up battles and playing as a pogo would be so much fun 👍👍👍
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.
Oooooh I love it!! And if I the mines can deal friendly fire, just imagine the mayhem!
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
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
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
@@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
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).
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
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.
I am planning on adding terrain variation, but this will be a little further along the series
commanders or leaders both sound cool
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.
Is there a way to make ai to choose there own role?
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.
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)
Cavalry
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.
I loke this content and the evolution of the A.I strategy's.
Thanks, more stuff on the way :)
The videos on this channel are amazing. Keep up the good work and have a blessed life.
Engineer sounds like a pretty cool concept
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.
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
How do you learn to do this?
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
Everytime when you describe how a new unit moves i die inside everytime you say horizantolly instead of diagonally
xD oops
Great video!
Great comment!
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.
I agree, its just that I havent thought (yet) of an efficient way of implementing such a system with so many AI
@@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
Please add the cavalry !
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.
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
cover. let musketeers hold the line behind barriers that need to be destroyed first to get thru, like a siege
Add someone who can duel weild a weapon of our choice like a duel wielding flintnocker
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
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
This is awesome 😎
You are awesome 😎
We want a game!
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.
I personally think you should add the Leader and greet video
I personally agree and thank you :)
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
Agreed. I believe Leaders will bring some drastic changes to the strategies
Idea: have the teams be able to pick how many of each soldier type they want, allowing for bigger strategies.
Hm, then I would need some team AI that would make this decisions. Perhaps the commander, will have to think some more about this
This is cool asf
You are cool asf
YES PLEASE MAKE IT A GAME
would love to see this as a battle sim
bro is speedrunning getting executed by our ai overlords
please add the Leader and afterwards the asssassin who mainly focusses that leader and tries to kill him
Yessss!! Perhaps the assassins will always know where the opponent leader is!
@@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
Ooh, you could use these zombie units if you wind up making that Necromancer unit.
Oooh I like that. Necromancer that spawns Zombies!
@@Zuzelo It’d be fun! The only question is whether Necromancer-made zombies can turn other units to its team.
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.
I have, but it was waaay to small. Already fixed it for the next video :)
@@Zuzelo Good to know :)
Be motivated, we are with you , you are making best content by machine learning
Thank you
Humans. You shoud make it a game. And Leader
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
I think zombies will win because they have the advantage in close up fights.
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
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.
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
Or even have different game modes like capture the zone! I like that!
@@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
shieldmen ( chance to block, less attack)
spearmen ( long range melle, less health)
Is it wild to suggest some kind of medic tent that medics would have to bring wounded pogos back to receive healing?
I am all for engineer, btw another great video
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.
Not sure how this would work but you could reward the closest allies to enemies get points while farther away punishes instead
Just watched a bunch of ur vid so let pretend that i was here the whole time
Pff ez, long time no see king!
@@Zuzelo long time no see indeed
what about the trebuchet as mentioned in an earlier video as an idea? (the one before the medic]
YEAHHHHHHHHHHHH ZOMBIES!!!!!!!! WOOOOOOOOOOOOOO!!!!
YEEEEEEEEEEEEEEEAH!!!!!