Is there such thing as a belated welcoming into the new year? Anyhoo, since this is the first post for the year, “happy new year!”
Although my course work for which this blog was initially set up for has completed (late last year) I have been very lazy and stopped updating it. However, this shall all change hopefully, with this blog being turned into a place for me to rant ideas and what not.
Being a person who can’t really seem to stay focused on one thing (unless I really have to… which can be bad thing for self gratification) there’s sooo many things I wanna try and do – especially in the realms of AI and games.
As such, my first project, where ideas were actually initially formed mid last year, is a Warcraft 3 custom map. The core theme is a tower defence. “but there’s billions of them out there” i hear people cry. “how are you going to make yours different??“. Well, it’ll simply be one which is extremely difficult to complete (but possible). “that’s not fair, I don’t want to play your game then. it’ll be too frustrating~” – But what if I made it seem winnable at every stage but just when you think you’re on a winning streak, you somehow got caught up in the moment and slowly, lives were stolen, leading to your demise? “evil…” yes, so evil that you’ll soon see the beauty of nature and evolution…
For those that don’t know, a tower defence is a type of game where the player builds various towers to defend their base against a horde of enemies (creeps) which come in groups (waves). The game typically ends when the player fails to kill a certain amount of enemies (leaks) or when some life resource is depleted.
Idea: Creeps follow the rules of ‘Natural Selection’. That is, if a creep is killed, this evolution step is a failure and as such must be changed in order to survive (just a bit longer). If it survives, then it is a good evolution and shouldn’t change.
Concept: A weighted statistical model might suffice for this. We count how many times a particular creep was killed (and by what type of tower*). Doing this for EACH CREEP, we then generate a creep which has the highest chance of survival against the statistics (slightly weighted towards the most recent tower type which it was killed by). Thus, we have creeps which should eventually always be able to overrun the player as they’ll be constantly changing – always seems winnable but, for a long enough duration, not XD (for those confused, think genetic algorithms!)
Implementation: I’ve got most of it patted down ready to go for an alpha testing (just gotta do a bit more tweaking to make it actually winnable… lol). Shouldn’t be too long into the future (before the end of the month definitely!)
Name: ‘EvolutionTD‘… nice and simple isnt it? look forward to it ^_^
Note: I’m not a pro at using the world editor so its all gonna be GUI’ed. But it’s the proof in concept we’re testing right? =P (map-makers would know what i’m talking bout)
*In warcraft, units have different attack and defence types, each with their own strength and weaknesses. For example, Magic attacks are good against Heavy armour.

