maybe a builder unit that can create walls who gets points based off of the dameage the wall takes encoraging walls to be in places in the way of the most damage
If parabolic arcs aren't too hard to calculate, maybe have an archer/artillery unit that can lob projectiles over allies to avoid friendly fire and stay behind warriors.
Maybe add low walls that the Ai could see over but can't shoot over, maybe the sight rays could return with the information of seeing over the wall or smthng idk. I think the idea of a commander class is good, add the commander a way to send signals that the AIs can slowly evolve meanings to. Make the commander a non combatant and with a faster moving speed or add another class that copies the signals of the commander so the area of influence will be larger. The commanders and the other guys could give a larger kill reward.
If at all possible, you should punish and reward the agents as a team. This should encourage more teamwork, and should result in a more effective strategy.
you need a commander unit that has 1. an awareness of battle (soldiers alive in each team, friendly and enemy-dominated areas on the battlefield) 2. Can command his soldiers to move to a particular location with some mechanism 3. Gets promoted (more soldiers in next iteration) when his team has more kills and survival and if team wins His soldiers should get points for staying near the commander/listening to orders (that would get complicated) Multiple commanders for each army and internal competition
@@suprabhattripathi1660 I posted a King unit in another comment that might suffice for this. Gotta think in terms of reward/punishment when implementing things like this.
A cool idea would be to implement warriors with twohanded greatswords without shields but bigger AOE. Since the formations got considerably denser a line breacher would be a good tool.
Greatswords are cool but not super practical; maybe a halberd could be used? They are essentially a combo of a war axe and a spear with large reach, and are great for fighting heavily armored enemies. AKA these are Knight troops.
@@Benw8888 in history, great swords were used to break up dense formations of spearmen. (Or muskets) Halbeards were used more like spears, in dense formations. And taking down horsemen. (So let’s keep this idea when cavalry shows up)
@@lifefindsaway7875 You're right, realistic greatswords were used. It's just that what most people think of when they say "greatsword" is the unrealistic super duper large sword. But maybe that's fine just for aesthetics
@lollol5263 I think assasin with low health and damage, boosted damage from behind, some kind of stealth that costs stamina over time when it is active, expensive dodging insted of blocking (and maybe spawning closer to enemies) will be interesting.
Thank you for mentioning! It was interesting to see the idea fail (though I would expect it to be more important for Musketeers than Warriors). There are two things I would like to add: 1) Proxy for direction - What if the relative rotation is too detailed, which leads the soldiers to behave based on increments, which could be optimized for specific situation in the Moshpit, but not in overall battlefield, thus overfitted? - What if the rotation was given by a cathegorical variable of 4 levels (front, back, left, right) dividing the rotation space equally? 2) Information about stance (running, attacking, reloading, etc.) - Rotation might help, but what I would expect to be the most helpful is the stance information. The rationale is as follows: If I am a musketeer and see a Warrior running towards me, I am more incentivized to shoot. If I am a Warrior and see the Musketeer to start shooting, I should start the block operation.
Hey, as I mentioned, I messed up the implementation a little bit, so I am not throwing the idea out just yet :D Will give it another try! 1) That is also quite a good idea, but as I said, I dont want to throw away the previous one just yet, so will give it a try first 2) I think this one is really good and saw sever people suggesting similar idea, so I will definitely give it a try!
Please add terrain, it complicit procedurally generated terrain but some small hills could change the fight completely if you do add this you should probably add more than one attack. (you don't have to read the next part on why.) basically, the angle of attack in simpler games like this one gives a huge advantage to the side on the low part of the hill because the hitboxes for killing like the swords hitboxes are on the top side of the body. That's why you might need to add more types of attacks to compensate. I really like this experiment and think you should keep going.
maybe punish medic for healing other medic and reward for healing allies so instead of clumping together they will spread out more to help the frontline/back line? anyway nice video cant wait for the next one
Maybe add a function where the knights see their allied knights and try to group together and are rewarded a little bit for staying close together with medics being rewarded the most for staying close to knights and musketeers, musketeers don't really need this change since they are long range (this way they form groups rather than being on their own more)
I really like when the agents find the most efficient strategy themselves, rather than me forcing some behaviour, but as we saw in this video, the warriors started fighting in a cluster after rewarding them for being close to enemies
@@Zuzelo maybe they could simply be aware of they’re near. Maybe there could be a short range ray cast to see who’s in front of them, behind and to the right. It wouldn’t need to carry all the information that vision Carries. Just the ratio of friend:foe. That would give them the information they need to figure out how to form up.
Maybe add this later on but try to add a “attack” and “defend” mode where one side has to defend like a Castle and the other side has to get or capture a certain place in the castle
i think that it would be a good idea to make it so that soldiers are rewarded for the survivability rate of their entire team. like, if there was a 100v100 battle and 60 people on the soldier's team survived, they would get a reward of 6.0. that would probably provide incentive for teamwork and create more interesting behaviors
I really like the idea of making victory reward proportional to how many more units you have left compared to the enemy. Decisive victories would be encouraged and pyrrhic victories less so. Likewise, it punishes you less for the enemy winning by less.
You should make it so that the raycasts also get health values, some very interesting behavior could emerge from this. Medics might try to heal wounded friends, musketeers could target wounded stragglers, and friends might team up or disband depending on their health
Medics already have this ability. Not the other soldiers tho, since their main task is fighting, they rarely are looking at their allies (mainly the opponents)
I think you should add a type of unit that fires in an ark, over the heads of others. Some types of units to use this would be javlin, bow, trebushey (sorry for misspelling that) and grenade. Another idea is to have builders work on catapults. I realy hope you make this into a game, it has so much potental. Thanks for these episodes, looking forward to more.
Trebuchets were actually planned as one of the first units, but at that time medics won the vote and I forgot about them! So yeah, I gotta add those as well!
@@Zuzelo I also think archers would be great. They could shoot faster than musketeer (1 or 0.67 atack speed), deal same or lower damage (34 or 50) and they will shoot balisic like trebuchets .(idk how to describe that cause english is not my mother language)
I think that the rotation detection could be good if it was not just detecting the enemy’s rotation, but if they could also see their friend’s rotation. Therefore if they see their allies facing a direction, they can shield the direction their ally isn’t shielding. Or if see an enemy to the rear of one of their allies, they can focus on them instead of enemies that are in front of their allies.
3 new units idea: 1. Engineer: Can not attack but can build up to 20 walls. It takes 8 hits to break them. 2. Zombie. When a player dies for the first time, he has a 50% chance to become a zombie. The zombie will change to the enemy team. Once he dies he can't become an another zombie again. 3. Resuppliers The people will have a limited number of supplies and the resupplier will recharge them to full. He will regain the supplies over time or by collecting loot from the dead bodies. He can recharge 1 fighter after looting 2 enemies
Zombies are already in the simulation; engineers are planned. Resuppliers I feel would not make all that much sense in a combat setting, but I feel like it would be a great idea to allow musketeers to loot dead bodies on their own. as in they can take the ammo from dead musketeers, which would be balanced because the opposing musketeers will have shot a good amount of bullets, so by the time they die, they will not have as many.
Ayye!!! I loved seeing how you incorporated my in-range reinforcement/punishment idea with FlorizDev's scope idea. Those musketeers really shaped up into proper firing lines. I would like to suggest a new unit: The King. The King would act as a rally unit, projecting an invisible sphere of influence around him. When units enter this sphere, they are happier than they would be outside of the sphere. Meanwhile, those units outside of the sphere are EVEN MORE MISERABLE, taking a morale penalty for not following the king. Units will always intuitively know how far away they are from the king, so they are rewarded for reducing that distance and punished for increasing it. Kings also intuitively know how far away the enemy King is, and will do their darndest to reduce the distance between themselves and their rival or be punished much like their followers. Kings have a lot of health so that they can survive the clash of armies and keep everyone organized and together for as long as possible. Warriors will be incentivized to stay near their kings more than musketeers, to encourage the ranged units to occupy open spaces where they can shoot freely without hitting their friends. The goal of this new unit is to make army clashes with mixed-unit compositions more cohesive, rather than them all spinning around each other doing their own thing. An optional ability for the king is highlighting an enemy in optimal range (like the marksman's optimal range, but his raycast to find enemies ignores and goes through allies to accomplish this through his protective formation). Once the enemy is highlighted, the king yells "CHAAAAARGE, FOR KING AND COUNTRY!" (this expends a large chunk of stamina for him, making him even slower for a bit, and then units are no longer rewarded for approaching him, but for approaching the enemy he designated. This system would make use of the king's distance attraction effect, but against the enemy. The goal of the optional ability is to let Kings tell their armies to "stop being wimps and fight!" Just in case moving toward their rival and attracting everyone to them isn't enough. The meta-goal of implementing the King/Captain/Banner unit is to prevent agents from getting lost at the rear of their spawn, where it is easy to stand around and act confused because you don't see any enemies to attack. Additionally, you can make killing the enemy King a victory condition, somewhat like chess, and have faster iterations as Kings learn how to put warriors in between them and the enemy so they don't just get sniped. Additionally, you can reward warriors close to the king for putting their backs to him and staying close. A combination of facing/approaching the enemy and facing away from and approaching your King might create warriors who know how to stay between the enemy and the king as the king doggedly attempts to engage the enemy king in an honorable duel to the death. Kings would not be fast units to allow other units to cluster around them in preparation for an epic clash.
This description of the kind is very close to what I imagined for the Leader Also the idea was that when the Leader/King dies - the team loses (no matter how many soldiers are still alive) The idea of having the king/leader choose the enemy for a whole bunch of allies sound quite interesting. It would be interesting to try
I was just going to write something simmilar to this (and a lot of more stuff). I really like this idea and I think it will be really interesting to see. I was also thinking about some kind of officers that will be weaker and have much shorter range than king. Theyr goal will be more like tracking enemy soldiers to increse their reward value and mark them for other soldiers. I also apologize for my bad grammar. I am from no english speaking country, I did not use a translator and it is still holyday for few days so who cares about grammar 🙂.
Some potential modifications to make battles more medieval: 1) Allow construction of castles, that let ranged units have a larger range (and immunity to melee units until the castle is destroyed). This might need a builder unit, or you can have basic soldiers do the construction. 2) Add cliffs/mountains or make the environment smaller so there is benefit to cornering your opponent. Right now there is little (strategical) reason to charge- the only reason they charge is because you changed the reward function to make them do so. i) Make soldiers that get hit take knockback- this is so that a charging army can force back the defenders into a wall ii) Maybe there is room to simulate soldiers fighting less effectively when bunched up together too tightly? Again, this is so that there's incentive to corner your opponents. 3) Add cavalry units (both with javelins/pikes and with bows), as well as an option for building anti-cavalry defenses like wooden spears sticking out of the ground.
I think cavalery should be great. Horse will have 200 or 250 or even 300 hp and when he dies the spearman or warrior (rider) could continue fighting like normal one. I also think it will be better to add cavalery and spearman or pikeman at the same time and give them (and also to musketeers) abiliti to atack a rider first insted of horsey.
All of it is actually planned, so you are spot on! 1) There will be an engineer unit that will build barricades 2)Cliff, mountains, trenches and airborne units will be added once I recreate the entire simulation in Season 2 3) Cavalry unit is on the to-do list as well :)
I honestly love it when awesome devs do stuff the community wants I also have a suggestion, when you eventually add engineers, please add like a proper building system for them with maybe resources and stuff Also saw a suggestion to add terrain, adding a map would be nice with trees and cover, Let engis mine them lol. Once you have done alot maybe make a really big map with gorges different biomes to simulate a full on war. But as long as engis can properly build im happy because I know you have a lot on your hands and a full time job, hope you have an awesome day
maybe a builder unit that can create walls who gets points based off of the dameage the wall takes encoraging walls to be in places in the way of the most damage
Sounds good. Engineers need to have some limit for building stuff. As for environment, it would require some big changes, but that will definitely happen some time in future!
Idea: perhaps adding some reward/punishment if the enemy/friendly team number goes down, hopefully encouraging team play but it might jus confuse the ai
It does make sense, but there is a small issues. Musketeers have an instantaneous attack, so it is impossible to predict it (now) Perhaps I can add some "aim/windup" stage before musketeers shoot, so it is possible to predict the attack
Could you add a sort of “heat map” to the agents? So they can see and sort of communicate to each other where there’s lots of allies or enemies. Maybe they’ll come up with strategies for grouping up or flanking.
You should add a retreat mechanic where troops would run away then do a last stand once regrouped , only when their army is at 15% it’s starting size though
Terrain would require some big changes, but I am planning remaking the entire simulation to allow for different terrains and airborne units. Might take some time tho
Add that the soldiers can see if a soldier blocks so maybe they learn to form a line of blocking soldiers and behind them the other soldiers or musketiers can attak safely
New unit idea (this has probably been said before): Cannoneer, a brother to the Musketeer. He would move and turn slower, but have a cannon that deals 60 damage and/or deals 10 damage to units close to the one it hit (splash damage) *or* pierces one unit (possibly deals 30 damage after a pierce).
I suggest you to add a assassin role, Assassin can be invisible for some seconds and the reset the cooldown when the ai is killed someone. Also assasin have a low hp. when assassin is invisible, increase the speeds. Assassins will not be invisible if they damaged enemy.
I think a point system would be cool.(units cost diffent amounts of points that the ai can decide on,that way you dont have to choose it,and the ai can learn the best team composition.)
Medics should add a over-heal so the units they protect won’t die in one hit. I don't think adding a punishment for being close to enemy’s because then the medics won’t help troops on the frontline, and will just hang back. You should add a punishment for being close to other medics so the healing will be more spread out. really like the content you make and im interested how the ai will react in the futrue. 👍
What if you added the winged pogo? They can fly, drop bombs on enemies and are very op, but the higher up they fly, the more stamina they lose. Also they only have 50 HP just to nerf them. The only thing is you’ll have to give ranged pogos the ability to aim up, so I guess adding this idea wont be easy.
Had an idea for a new unit: the pike man. Basically has a long pike and can attack only forwards. High reward for having other pikemen on either side of him (might encourage phalanx). Strong punishment for rotating in a different orientation from pilemen around him, strong reward for rotating to face same direction as neighbour pilemen. Slow movement speed if pike is "lowered" fast movement speed if "raised" Will raise pike if no enemy close by and move towards enemy. Will lower pike when enemy close. With lowered pike, rotation speed is really slow. What do you think?
As @TomasFranta mentioned, we will have a similar type of soldiers, but they will be spearmen instead of pikemen (Spartan spearmen to be more precise :D )
You should also allow them to tell the class of the person in front of them. It would help make the rotation variable more useful and could make them prioritize medics and rangers over soldiers.
you should add a completely normal ai Soldier as a war hero. Then give the new bot triple everything but health to see how other bots responded to the more powerful version of themself. also so the bot is not targeted by range units you should make it so he can reflect shoots or something like that. To make him better it would be cool if he had more ray casts for better far-range vision.
Heres an idea: you could create a mk3 warrior and teach them to make shield wall and make a new unit: archers, that are able to fire over warriors shoulders.
Idea: what if you add and engineer that can build things like walls, ammo boxes, trenches, grenade boxes, and cannons/trebuchets that have to be manned by a soldier and add limited ammo for musketeers so engineers have to be used for ammo or musketeers are useless, a pistol weapon that does little damage for the engineers might be the best to be fair so if an enemy gets into engineer lines the engineers are dead unless that gang up on them or get backup. You could reward them by building things against enemies and have killings happen near their structures and punish them for having their structures used against them or not get used at all (you can change this if you want it’s just a base idea, since idk how to code at all)
@@Zuzelo I feel like if you do allow them to build more than just walls, trenches would compliment musketeers really well along with medics just a suggestion since idk how to code in the first place so don’t know if that would be hard or not
You should add some sort of bomber type, (like throwing grenades or launching rpgs). They would be very slow in every way but their bullets have splash damage.
You should make the warrior get more range and lower the zombies attack speed so that the warriors actually can kill zombies but get overwhelmed by multiple
I was really impressed with how effective the change to warriors was. They seem to function much, much better with the modification that rewards them for getting near enemies. And I agree that rewarding medics for being near allies sounds good, though I think it should only reward them for being near non-medic allies. Otherwise we'll likely continue seeing long lines of medics running around together. Also, I'm not sure they should be punished for getting near enemies, as that would prevent them from trying to heal the warriors who are fighting on the front lines. What about rewarding medics for being near non-medic allies, punishing them from being near medic allies, and leaving them with no reward or punishment for being near enemies?
A cool idea would be to lay items around the map like Health/Shield packs or perhaps obstacles to slow A.I down and to learn not to go into it. Ill explain the stuff so you know. You could place down grey blocks which when touched by A.I give them over health, and replenish their lost health. Musketeers lose damage, and have to 3 shot other musketeers. Warriors will need to hit an enemy 2 times, Musketeers have to shoot Warriors 3 times for them to die. Warriors will one shot Musketeers. Overhealth in basic terms is basically just adding another point to their health. So for instance if a musketeer picked it up, and it was fighting other musketeers it would get 4 extra hits before going down and replenishes their fallen health. Obstacles could be barbed wire, or sandbags. even landmines. Also i know this sounds like alot, but i would love to see an artillery unit being added
I really love your job and I think it is really good job. But i also think you should explain everything to more details at the bigining of the video. Like that stuff with healers everyone is wrtting about. We did not know that medics can not heal other medics (great idea to prevent surviving of only healers in my opinion) or I dont know if worriors stamina regenerates over time an how much. And again, Ireally love your job and wish you luck.
I forgot to mention that sorry :D Whenever I implement many changes, some of them slip out of my head at the moment of editing , but I will try to explain in more details what the changes are :)
give them a fear value so if they take alot of damage or there are too many enemies nearby the value goes up and the higher the value the higher the chance of them just running away or calling for reinforcement
You should add some airborn units that only ranged attacks and other flying units can hit (ie a bomber blimp, a witch on a broom, or a dragon or something)
Awesome idea, but it will require some reworking to allow agents aim vertically. I am planning on remaking the simulation later on and airborne units will definitely be part of that!
When you train, do you render the iterations? If you simulate the environment with code, without actually rendering the graphics, it'll be sped up even more. Also, are you using Unity? I know unity code uses C#, so what machine learning code are you using? All the ML libraries that I know are in python.
Yeah, I do render (mainly so I can follow the process and pin point issues during training) The code I write is indeed C#, but it bridges to python code (ML Agents is mainly running on python) That being said, you dont need python knowledge to work with ML Agents
you should add a necromancer. he would spend stamina to rivave dead units, making them weaker. soldier would turn into skieleton, that would deal much less damage, but would be much faster muskieter would turn into skieleton archer that would have faster reloading speed, but would deal less damage and there would 1/2 chance of necromancer riving the medic as a new necromancer, but 1/2 that he would die in the procces. also necromancer should be unable to fight himself, and should be much weaker and slowe then the rest of the units.
I haven't seen a couple parts yet, but I think it would be interesting to set each side with different historical tactical positions at the start of the match, and reward/punish them accordingly for holding formation in different ways, red could be on the assault in formations that require aggression. I can imagine a sword phalanx holding the line against a wedge formation. Hell, you could program Captain's who give orders to small groups of men, 2 captains for each 250 men, or 5 for each one hundred, etc. Just a thought, it may not be doable. But I like the idea of seeing a bit of organized chaos, seeing how the ranks break. Also these videos are addicting 💀👌
i think it would be interesting if warriors could see when nearby enemy warriors (as well as any melee fighters you may add later) are about to attack, so they can get a sense of when to block, however, they cannot see when musketeers are about to shoot edit after watching further: i think the medics may just be underpowered due to the warriors being able to one-shot. even if a medic can out-heal a single musketeer, they cant do anything about an enemy warrior. a team of 50% medics 50% musketeers would likely lose to a team of 100% warriors every single time. Maybe make the warriors deal 90% health in one hit so that the medic still has to heal them 40% to be out of 1-shot range from a musketeer and 80% to avoid the second strike being lethal? This is getting into discussions of game balance, however, which i believe is not the point
Yes I thinking giving some possibility to know whether the enemy is attacking is a really good idea! As for the medics, a suggestion I saw was to allow them to over-heal soldiers in their bubble (which would result in warriors not dying from 1 hit)
I think it would be nice to allow warriors see the status of their enemy to make better use of their actions. And at the end do a 1v1 gladiator fight! Not sure if it is a good idea and if it is even possible to implement it but I think you could make it possible by adding a ray like for the musketeers to see infront of them and returning -1 for not in range or blocking 0 not attacking or blocking 1 attacking
Troop suggestion of a commander or leader that can create troop formations? I think that might be too computationally expensive, though. I'm thinking that given a map of the troops, the commander can order his troops to make a formation. Awesome video!
May you reward the warriors also for beeing close to allied warriors, but slightly less than beeing next to an enemy - so they may form more cohesive formations.
w video also i think you should try doubling the amount of hits each unit can take as that could possibly lead to more sustained combats and stop one team from easily breaking through with a random ball of units
Make kamikaze troops they explode a few seconds after spawning and they are fast, they get rewards for staying near the enemy troops and punishments for staying near the friendly troops, make it so the punishment and rewards are equal so the kamikaze will know that is fine to kill 7 enemies while 6 allies die in the process
I am afraid, the current simulation does not allow for such modification (yet) where soldiers can choose the team composition That being said, I have planned to recreate the entire simulation in a Season 2 which will open so much more opportunities such as the commando mode, airborne units and so on!
You should add the ability for the AI to distinguish between different types of units, that way they could develop different strategies for fighting against different opponents, or maybe coordinate together better like running towards a medic when they are low health or attacking certain enemy units first.
You should allow each unit to output one "signal" variable, and have each unit be able to detect the signals from the two (or however many) closest units.
You should make a mage unit. They would shoot fireball at medium range that put ennemies (and allies) on fire et the fire can spread (if you add terrain they can even burb terrain) They should also be able to teleport instead of simply moving and invoke ether mini warrior or walls
@@Zuzelo to compensate they Can have really low attack speed and HP or have and they need stamina for everything (like Mana) and it can be a base for future magical unit like necromancer or other mage type. It would be interesting to see other deplacement type (teleportation) and the strategies to counter that
This is really cool! I love the ai learning and soldiers fighting. I think you should add an objective win condition for the soldiers to attack/defend i.e a general unit they need to keep alive. I was thinking it would be very cool for you to make a gamewhere two players fight by training armies and then the Ai decides the battle. Kind of Like Clash of Clans but with actual depth as you soldiers will do their best to obey you. You can place objectives like destroy barracks or defend stables so your troops will try if possible to do those objectives. but the other player cant put down distractions like gumdrops which will cause the soliders to go eat them. the focus of the player will be to herd their troops and to focus on ecomny and building their troops to be strong enough to win. non-traditionial upgrades could be inteligents where upgrading your units allows you to change their ai from Mk1 to Mk2. Overall Great job
You could add the ability to make a small "battlement" or wall of some sort to avoid shots. You might add a builder who could create these or other helpful creations.
You could let medics also increase how fast Warrior's regenerate their stamina. Or regenerate stamina in the first place if they don't normally do so, I don't remember if you've ever said if they do or not. Gotta hand out those medical steroids and all that. Alternatively, you could have enemies inside a medic bubble get debuffed somehow and move and act slower to make them more of an overall support trooper, or give the medic some sort of weak pistol that does a quarter of a musket trooper's damage or something? Dunno. Or smoke grenades/flashbangs, maybe, that block enemy line of sight but not friendly line of sight. I also still think that Warriors should be able to both dodge AND block instead of only one or the other.
Warriors do restore the stamina over time. Your suggestions is interesting, but I think it will really confuse the warriors. An alternative is to over-heal soldiers inside the bubble, making them withstand 1 attack from warriors
I just watched your videos with AI fights. It improved so much. Also for Patreons I suggest you could put them in AI fight just assign couple fighters with Patreon names.
I’m not sure how to accomplish this but I would separate reward types. Give a musketeer a higher reward for killing an enemy from a distance. Maybe this way you won’t see a giant bum rush battle but rather actual strategy. You also might see better shield tactics if you gage a reward for blocking a killing blow.
Indeed, I think the suggestion of rewarding based on distance might help musketeers fight from further away, but unless enemies rush them, musketeers would still need to push so they can reach the opponents
Things i would love to see: 1.commander normal soilders can be next to him or follow his command 2.enviorment like forrests would meele trops be better when range cant see becuse of trees, bushes...ect 3.Trebuchet would also work great with forrest what inistead of using Trebuchet to kill a lot of enemys it could destroy an forrest so your alies can see but bombing of enemy still would be fun to see I would love to see how ai develops its strategy using it 4.semi automatic or automatic wepon lowwer atack but more atack speed would be great against zombies 5.more teams example what if we had more teams in humans vs zombies les say 2 human teams would they kill first zombies or would fight or 4 human teams 6.structures like an base that they can be in 7.also final one cars,tanks...ect Final note so many great ideas and that is just few but i would love to see this series of videos more and i look at a lot of videos that are 40+ to 2 hours would be great to see a longer video
in the mvp leadeboard area the first time the solider becomes mvp is the number of kills at the leaderboard and for kills the mvp gets the leaderboard does not get updated
I feel like you should turn on friendly fire for warriors but also add a stabbing attack so the soldiers can still take out multiple soldiers at once but also avoid killing their teammates if they feel like. Could add another level of complexity to the simulation.
An interesting idea would be a wizard that fires out an aoe D.O.T. You could give them multiple vision waves that only rewards them for 2+ enemies defeated. Another idea would be an alchemist with a projectile that on ally hit buffs them in some way and enemy hit deals damage
Hi. Good video I always like to see more reinforcement learning on yt. What do you think of adding a "general" role? The idea would be for the general to give orders to the soldiers, to see if it is able to create interesting strategies. My idea of the implementation is as follows: - The general does not have to be on the map: it can just be a neural network governing the battlefield - The general sees the position of every enemy and allied soldiers - The general has three (or more, as you like) distinct regiments containing their soldiers, in which they can re-assign soldiers to a regiment or another (think of it as 3 lists in the code) - The general assigns a "target position" to each of its regiment. This will serve as an additional input for the soldiers, who will need to fight as well as try to get closer to the "target position". (A simple reward towards being close to the position and orientation given by the general) - The general does not have to give orders and reassign soldiers every step, in fact it could be done every 2-5 seconds. I hope my idea is clear. To make this idea even more interesting: Instead of simply giving a "target position" to a regiment, the general could as well give a "formation" that would serve as input as well. These formations would need to be learned preemptively by the soldiers. The soldiers would need to be able to distinguish their allies from different regiments (especially of their own) to be able to form different formations. What I call a formation would be for example a triangle formation, square formation, line formation, etc. In order for the soldiers to learn to get into those formations, it would probably require creating an area of the right shape, and rewarding the agents based on how well the area is uniformly occupied by the agents inside of it.
I really like the idea and it reminds me of the Commando mode in Battlefield However, the current simulation does not allow for such modification (yet) That being said, I have planned to recreate the entire simulation in a Season 2 which will open so much more opportunities such as the commando mode, airborne units and so on!
@@Zuzelo Great to hear! I am also planning on creating some types of simulations for youtube in the future months. I'll be happy to see your future work. I already have some experience with ML Agents on Unity it's a great tool. I made a video about it for a university assignment that is on this account if you're curious. (It's geared towards teachers and not youtube viewers but still).
Now you just need a castle and other objects. Also giving the musketeers the ability to hide for cover when fighting. Also A.I. must learn fear when on low health. But still has to fight. Sometimes Also a Commander Unit and Stealth Unit.
Punish healers for being too close to eachother aswell as enemies. Reward them for being close to friendly soldiers. Add soldiers with spears that have a longer hit range than swords. Instead of blocking with shields give them the dodge ability that moves them backwards. Add a second type of healer that shoot a healing beam similar to musketeer shots. Lower all the damage/healing numbers to something like melee hits do 40, shots do 30, etc. Oh and bring on the trebuchet! Make this a 1hit=1kill aoe wonder with an abysmal reload timer and a minimal range similar to musketeers max range.
A thing that may help with medics, is to reward them for being next to allies, but punish them for being next to medics & make medics unhealable. That will encourage them to stay near allies and support them, instead of making an "Anti musketeer" bubble with 5 medics healing eachother
You should add a commander or sergeant unit which doesn’t attack but directs other units in a range to perform an action. If the target performs that action. They get rewarded. Ignores the order: PUNISHMENT . Commander units get rewarded if target unit kills an enemy in a set time limit and punished if dies
We need catapults! It’ll train them to not group up so much naturally. I wonder if they’ll rush the catapult. Just fill out armies, knights, magic units with special fire throwing abilities, crazinesss lol
Maybe you could make a mage which could freeze enemies? Or build a wall of ice in front of him so he can protect himself from the enemies. Basically a support unit. Overall, love your videos, keep up the good work!
Pin this if you're a good Content Creator :Troll:
Also can you add an A.I that is very fast but deals less damage and has less health
I am ze best. Ez pz
'O'
@@Zuzelo make it have a dagger
@@thorstenschweikert3311meet the spy
true even if you didn't pin it@@Zuzelo
You should add terrain so the troops learn to get cover from the muskets
Yeah
maybe a builder unit that can create walls who gets points based off of the dameage the wall takes encoraging walls to be in places in the way of the most damage
@@narc2.036 maybe trenches lol
On the to do list! Soon we will have engineers and later even uneven terrains?
i was going to ask this exact question lmao
If parabolic arcs aren't too hard to calculate, maybe have an archer/artillery unit that can lob projectiles over allies to avoid friendly fire and stay behind warriors.
Yesss! Trebuchets!
Maybe add low walls that the Ai could see over but can't shoot over, maybe the sight rays could return with the information of seeing over the wall or smthng idk.
I think the idea of a commander class is good, add the commander a way to send signals that the AIs can slowly evolve meanings to. Make the commander a non combatant and with a faster moving speed or add another class that copies the signals of the commander so the area of influence will be larger. The commanders and the other guys could give a larger kill reward.
Engineers will be able to build barricades! ( once I add them xD)
And each type of signal increese or decreeses a level of revard or punishment for some activity for soldiers in nerby area .
Great to see a creator working with his community. ❤
If at all possible, you should punish and reward the agents as a team. This should encourage more teamwork, and should result in a more effective strategy.
I am rewarding the entire team for winning and that reward is bigger than other rewards, to make them prioritize team goals over personal ones
you need a commander unit that has 1. an awareness of battle (soldiers alive in each team, friendly and enemy-dominated areas on the battlefield)
2. Can command his soldiers to move to a particular location with some mechanism
3. Gets promoted (more soldiers in next iteration) when his team has more kills and survival and if team wins
His soldiers should get points for staying near the commander/listening to orders (that would get complicated)
Multiple commanders for each army and internal competition
@@Zuzelo It seems you're ahead of me then😂
@@suprabhattripathi1660 I posted a King unit in another comment that might suffice for this. Gotta think in terms of reward/punishment when implementing things like this.
A cool idea would be to implement warriors with twohanded greatswords without shields but bigger AOE. Since the formations got considerably denser a line breacher would be a good tool.
Yes!
these warriors could also be bigger and have more health than normal ones, but also be slower
Greatswords are cool but not super practical; maybe a halberd could be used? They are essentially a combo of a war axe and a spear with large reach, and are great for fighting heavily armored enemies.
AKA these are Knight troops.
@@Benw8888 in history, great swords were used to break up dense formations of spearmen. (Or muskets)
Halbeards were used more like spears, in dense formations. And taking down horsemen. (So let’s keep this idea when cavalry shows up)
@@lifefindsaway7875 You're right, realistic greatswords were used. It's just that what most people think of when they say "greatsword" is the unrealistic super duper large sword. But maybe that's fine just for aesthetics
Maybe add a unit Miner unit that could dig and appear behind enemy lines, but can be one-shot? Anyway, your editing is the best!
Damn thats pretty unique! I don't think I got a similar suggestion before! Gotta look into that
@@Zuzelo "Spy" class would be cool too. A weakish melee unit, that can disguise as the enemy and have more damage from behind.
@lollol5263 I think assasin with low health and damage, boosted damage from behind, some kind of stealth that costs stamina over time when it is active, expensive dodging insted of blocking (and maybe spawning closer to enemies) will be interesting.
Thank you for mentioning! It was interesting to see the idea fail (though I would expect it to be more important for Musketeers than Warriors).
There are two things I would like to add:
1) Proxy for direction
- What if the relative rotation is too detailed, which leads the soldiers to behave based on increments, which could be optimized for specific situation in the Moshpit, but not in overall battlefield, thus overfitted?
- What if the rotation was given by a cathegorical variable of 4 levels (front, back, left, right) dividing the rotation space equally?
2) Information about stance (running, attacking, reloading, etc.)
- Rotation might help, but what I would expect to be the most helpful is the stance information. The rationale is as follows: If I am a musketeer and see a Warrior running towards me, I am more incentivized to shoot. If I am a Warrior and see the Musketeer to start shooting, I should start the block operation.
Hey, as I mentioned, I messed up the implementation a little bit, so I am not throwing the idea out just yet :D Will give it another try!
1) That is also quite a good idea, but as I said, I dont want to throw away the previous one just yet, so will give it a try first
2) I think this one is really good and saw sever people suggesting similar idea, so I will definitely give it a try!
Please add terrain, it complicit procedurally generated terrain but some small hills could change the fight completely if you do add this you should probably add more than one attack.
(you don't have to read the next part on why.)
basically, the angle of attack in simpler games like this one gives a huge advantage to the side on the low part of the hill because the hitboxes for killing like the swords hitboxes are on the top side of the body. That's why you might need to add more types of attacks to compensate.
I really like this experiment and think you should keep going.
A game where you could train your own soldiers like this would be neat
YES
I knoooow! But Unity ML Agents does not support AI training once the game is built :(
maybe punish medic for healing other medic and reward for healing allies so instead of clumping together they will spread out more to help the frontline/back line? anyway nice video cant wait for the next one
I actually made it so medics can't healt other medics anymore, but forgot to mention in the video :(
Maybe add a function where the knights see their allied knights and try to group together and are rewarded a little bit for staying close together with medics being rewarded the most for staying close to knights and musketeers, musketeers don't really need this change since they are long range (this way they form groups rather than being on their own more)
I really like when the agents find the most efficient strategy themselves, rather than me forcing some behaviour, but as we saw in this video, the warriors started fighting in a cluster after rewarding them for being close to enemies
@@Zuzelo maybe they could simply be aware of they’re near.
Maybe there could be a short range ray cast to see who’s in front of them, behind and to the right.
It wouldn’t need to carry all the information that vision Carries. Just the ratio of friend:foe.
That would give them the information they need to figure out how to form up.
Maybe add this later on but try to add a “attack” and “defend” mode where one side has to defend like a Castle and the other side has to get or capture a certain place in the castle
YES YES YESSSS
Yessssssss!
yay@@Zuzelo
i think that it would be a good idea to make it so that soldiers are rewarded for the survivability rate of their entire team. like, if there was a 100v100 battle and 60 people on the soldier's team survived, they would get a reward of 6.0. that would probably provide incentive for teamwork and create more interesting behaviors
I really like the idea of making victory reward proportional to how many more units you have left compared to the enemy. Decisive victories would be encouraged and pyrrhic victories less so. Likewise, it punishes you less for the enemy winning by less.
Yes
Hmm interesting. It might indeed help them work more as a team
You should make it so that the raycasts also get health values, some very interesting behavior could emerge from this. Medics might try to heal wounded friends, musketeers could target wounded stragglers, and friends might team up or disband depending on their health
Medic should be rewarded for staying with the team and rewarded EXTRA STRONG for healing teammates.
Medics already have this ability. Not the other soldiers tho, since their main task is fighting, they rarely are looking at their allies (mainly the opponents)
I think you should add a type of unit that fires in an ark, over the heads of others.
Some types of units to use this would be javlin, bow, trebushey (sorry for misspelling that) and grenade.
Another idea is to have builders work on catapults.
I realy hope you make this into a game, it has so much potental.
Thanks for these episodes, looking forward to more.
Trebuchets were actually planned as one of the first units, but at that time medics won the vote and I forgot about them! So yeah, I gotta add those as well!
@@Zuzelo nice!
@@Zuzelo I also think archers would be great. They could shoot faster than musketeer (1 or 0.67 atack speed), deal same or lower damage (34 or 50) and they will shoot balisic like trebuchets .(idk how to describe that cause english is not my mother language)
Dude you are so underrated. I just found this vid and i thought u were gonna have like around 300k subs. but only 9k?? you are so underrated
True, but I get comments that are this nice as yours :) So I say it is worth it
You should add the "spy" class. They are weaker melee units but they have the ability to disguise as the enemy, and have extra damage from behind.
I think that the rotation detection could be good if it was not just detecting the enemy’s rotation, but if they could also see their friend’s rotation. Therefore if they see their allies facing a direction, they can shield the direction their ally isn’t shielding. Or if see an enemy to the rear of one of their allies, they can focus on them instead of enemies that are in front of their allies.
That's what I am sayiiing
Hmmm interesting
Also, I messed up the implementation of the whole rotation detection, so I will have to try it once again :D
3 new units idea:
1. Engineer: Can not attack but can build up to 20 walls. It takes 8 hits to break them.
2. Zombie. When a player dies for the first time, he has a 50% chance to become a zombie. The zombie will change to the enemy team. Once he dies he can't become an another zombie again.
3. Resuppliers
The people will have a limited number of supplies and the resupplier will recharge them to full. He will regain the supplies over time or by collecting loot from the dead bodies. He can recharge 1 fighter after looting 2 enemies
Zombies are already in the simulation; engineers are planned. Resuppliers I feel would not make all that much sense in a combat setting, but I feel like it would be a great idea to allow musketeers to loot dead bodies on their own. as in they can take the ammo from dead musketeers, which would be balanced because the opposing musketeers will have shot a good amount of bullets, so by the time they die, they will not have as many.
How about a spy. A weak melee unit that can deal significant damage from behind and disguise as the enemy.
oooh I actually like the idea of bullet scavenging!
We already have zombies, but if they prove to be too OP it might be a good idea to drop the infection rate from 100% to 50%
Ayye!!! I loved seeing how you incorporated my in-range reinforcement/punishment idea with FlorizDev's scope idea. Those musketeers really shaped up into proper firing lines.
I would like to suggest a new unit: The King.
The King would act as a rally unit, projecting an invisible sphere of influence around him. When units enter this sphere, they are happier than they would be outside of the sphere. Meanwhile, those units outside of the sphere are EVEN MORE MISERABLE, taking a morale penalty for not following the king. Units will always intuitively know how far away they are from the king, so they are rewarded for reducing that distance and punished for increasing it. Kings also intuitively know how far away the enemy King is, and will do their darndest to reduce the distance between themselves and their rival or be punished much like their followers. Kings have a lot of health so that they can survive the clash of armies and keep everyone organized and together for as long as possible. Warriors will be incentivized to stay near their kings more than musketeers, to encourage the ranged units to occupy open spaces where they can shoot freely without hitting their friends.
The goal of this new unit is to make army clashes with mixed-unit compositions more cohesive, rather than them all spinning around each other doing their own thing.
An optional ability for the king is highlighting an enemy in optimal range (like the marksman's optimal range, but his raycast to find enemies ignores and goes through allies to accomplish this through his protective formation). Once the enemy is highlighted, the king yells "CHAAAAARGE, FOR KING AND COUNTRY!" (this expends a large chunk of stamina for him, making him even slower for a bit, and then units are no longer rewarded for approaching him, but for approaching the enemy he designated. This system would make use of the king's distance attraction effect, but against the enemy.
The goal of the optional ability is to let Kings tell their armies to "stop being wimps and fight!" Just in case moving toward their rival and attracting everyone to them isn't enough.
The meta-goal of implementing the King/Captain/Banner unit is to prevent agents from getting lost at the rear of their spawn, where it is easy to stand around and act confused because you don't see any enemies to attack. Additionally, you can make killing the enemy King a victory condition, somewhat like chess, and have faster iterations as Kings learn how to put warriors in between them and the enemy so they don't just get sniped. Additionally, you can reward warriors close to the king for putting their backs to him and staying close. A combination of facing/approaching the enemy and facing away from and approaching your King might create warriors who know how to stay between the enemy and the king as the king doggedly attempts to engage the enemy king in an honorable duel to the death.
Kings would not be fast units to allow other units to cluster around them in preparation for an epic clash.
This description of the kind is very close to what I imagined for the Leader
Also the idea was that when the Leader/King dies - the team loses (no matter how many soldiers are still alive)
The idea of having the king/leader choose the enemy for a whole bunch of allies sound quite interesting. It would be interesting to try
I was just going to write something simmilar to this (and a lot of more stuff). I really like this idea and I think it will be really interesting to see. I was also thinking about some kind of officers that will be weaker and have much shorter range than king. Theyr goal will be more like tracking enemy soldiers to increse their reward value and mark them for other soldiers.
I also apologize for my bad grammar. I am from no english speaking country, I did not use a translator and it is still holyday for few days so who cares about grammar 🙂.
So cool to see that the first two modifications actually helped
Some potential modifications to make battles more medieval:
1) Allow construction of castles, that let ranged units have a larger range (and immunity to melee units until the castle is destroyed). This might need a builder unit, or you can have basic soldiers do the construction.
2) Add cliffs/mountains or make the environment smaller so there is benefit to cornering your opponent. Right now there is little (strategical) reason to charge- the only reason they charge is because you changed the reward function to make them do so.
i) Make soldiers that get hit take knockback- this is so that a charging army can force back the defenders into a wall
ii) Maybe there is room to simulate soldiers fighting less effectively when bunched up together too tightly? Again, this is so that there's incentive to corner your opponents.
3) Add cavalry units (both with javelins/pikes and with bows), as well as an option for building anti-cavalry defenses like wooden spears sticking out of the ground.
I think cavalery should be great. Horse will have 200 or 250 or even 300 hp and when he dies the spearman or warrior (rider) could continue fighting like normal one. I also think it will be better to add cavalery and spearman or pikeman at the same time and give them (and also to musketeers) abiliti to atack a rider first insted of horsey.
All of it is actually planned, so you are spot on!
1) There will be an engineer unit that will build barricades
2)Cliff, mountains, trenches and airborne units will be added once I recreate the entire simulation in Season 2
3) Cavalry unit is on the to-do list as well :)
I honestly love it when awesome devs do stuff the community wants
I also have a suggestion, when you eventually add engineers, please add like a proper building system for them with maybe resources and stuff
Also saw a suggestion to add terrain, adding a map would be nice with trees and cover, Let engis mine them lol. Once you have done alot maybe make a really big map with gorges different biomes to simulate a full on war. But as long as engis can properly build im happy because I know you have a lot on your hands and a full time job, hope you have an awesome day
maybe a builder unit that can create walls who gets points based off of the dameage the wall takes encoraging walls to be in places in the way of the most damage
Sounds good. Engineers need to have some limit for building stuff. As for environment, it would require some big changes, but that will definitely happen some time in future!
Idea: perhaps adding some reward/punishment if the enemy/friendly team number goes down, hopefully encouraging team play but it might jus confuse the ai
I think knowing the amount of teammates and enemies left could indeed prove beneficial! Gotta try it out
Medica should know the HP of thier teammates in view so they go after those who are hurt and are less focused on those with full health
They actually do! They see the HP of ally right in front of them. I think medics might need an entire rework actually
@@Zuzelostill very cool to watch cant wait for next vid
@@ZuzeloThey need to get rewarded proportional to missing health of a healed ally
My suggestion is to let warriors see if their enemy is attacking so they know when to block
It does make sense, but there is a small issues. Musketeers have an instantaneous attack, so it is impossible to predict it (now)
Perhaps I can add some "aim/windup" stage before musketeers shoot, so it is possible to predict the attack
Could you add a sort of “heat map” to the agents? So they can see and sort of communicate to each other where there’s lots of allies or enemies. Maybe they’ll come up with strategies for grouping up or flanking.
You should add a retreat mechanic where troops would run away then do a last stand once regrouped , only when their army is at 15% it’s starting size though
I am kinda hesitant to give them instructions this specific. I really enjoy when the AI figures a strategy by itself
This series is amazing and enjoy u working with the community
You are amazing!
You should add a few commanders or generals. The ai will get rewarded if it's closer to them.
I would like to see them fight in a different map for change. Possibly there are basic structures or such.
Terrain would require some big changes, but I am planning remaking the entire simulation to allow for different terrains and airborne units. Might take some time tho
Add that the soldiers can see if a soldier blocks so maybe they learn to form a line of blocking soldiers and behind them the other soldiers or musketiers can attak safely
Hmm, might work
Thank you for the Remember the Name reference and to that i say
5% pleasure 50% pain and a 100% reason to remember the name
You could make medics unable to heal other medics
Damn I actually did, but forgot to mention it!
New unit idea (this has probably been said before): Cannoneer, a brother to the Musketeer. He would move and turn slower, but have a cannon that deals 60 damage and/or deals 10 damage to units close to the one it hit (splash damage) *or* pierces one unit (possibly deals 30 damage after a pierce).
I suggest you to add a assassin role, Assassin can be invisible for some seconds and the reset the cooldown when the ai is killed someone. Also assasin have a low hp. when assassin is invisible, increase the speeds. Assassins will not be invisible if they damaged enemy.
I think a point system would be cool.(units cost diffent amounts of points that the ai can decide on,that way you dont have to choose it,and the ai can learn the best team composition.)
Medics should add a over-heal so the units they protect won’t die in one hit. I don't think adding a punishment for being close to enemy’s because then the medics won’t help troops on the frontline, and will just hang back. You should add a punishment for being close to other medics so the healing will be more spread out. really like the content you make and im interested how the ai will react in the futrue. 👍
I love this! Will definitely have to try it
What if you added the winged pogo? They can fly, drop bombs on enemies and are very op, but the higher up they fly, the more stamina they lose. Also they only have 50 HP just to nerf them. The only thing is you’ll have to give ranged pogos the ability to aim up, so I guess adding this idea wont be easy.
You should make the warriors prioritize protecting the medic, especially the ones that healed the most
You should add a moral debuff that punishes agents for getting curb stomped
Isn't getting curb stomped enough of a punishment tho? xD
@@Zuzelo no like if your team mates have skill issue
You have a very nice and calming voice! :D
Haha thanks
@@Zuzelo YW
Had an idea for a new unit: the pike man.
Basically has a long pike and can attack only forwards.
High reward for having other pikemen on either side of him (might encourage phalanx).
Strong punishment for rotating in a different orientation from pilemen around him, strong reward for rotating to face same direction as neighbour pilemen.
Slow movement speed if pike is "lowered" fast movement speed if "raised"
Will raise pike if no enemy close by and move towards enemy. Will lower pike when enemy close.
With lowered pike, rotation speed is really slow.
What do you think?
I think spear mans would be same but a litle bit better for content. (my opinion)
As @TomasFranta mentioned, we will have a similar type of soldiers, but they will be spearmen instead of pikemen (Spartan spearmen to be more precise :D )
You should also allow them to tell the class of the person in front of them. It would help make the rotation variable more useful and could make them prioritize medics and rangers over soldiers.
They actually do. They can tell the class, friend/foe and distance
you should add a completely normal ai Soldier as a war hero. Then give the new bot triple everything but health to see how other bots responded to the more powerful version of themself. also so the bot is not targeted by range units you should make it so he can reflect shoots or something like that. To make him better it would be cool if he had more ray casts for better far-range vision.
Heres an idea: you could create a mk3 warrior and teach them to make shield wall and make a new unit: archers, that are able to fire over warriors shoulders.
That went great!! Glad to see some of our suggestions helped the AI out :)
It felt amazing to see members of the community in the video.
And based on how many awesome suggestions I already see under this video, there will definitely be more vids like this in future!
A cool I idea Im thinking of is a Catapult Trooper they would stay back in the and act like Artillery
Yes, but trebuchet!
I love how this vid is flagged as "Totally Accurate Battle Simulator"
lol it is :D
@@Zuzelo Because it is a totally accurate battle simulator, duh
Idea: what if you add and engineer that can build things like walls, ammo boxes, trenches, grenade boxes, and cannons/trebuchets that have to be manned by a soldier and add limited ammo for musketeers so engineers have to be used for ammo or musketeers are useless, a pistol weapon that does little damage for the engineers might be the best to be fair so if an enemy gets into engineer lines the engineers are dead unless that gang up on them or get backup. You could reward them by building things against enemies and have killings happen near their structures and punish them for having their structures used against them or not get used at all (you can change this if you want it’s just a base idea, since idk how to code at all)
Engineers are in my to-do list with a high priority :D
@@Zuzelo I feel like if you do allow them to build more than just walls, trenches would compliment musketeers really well along with medics just a suggestion since idk how to code in the first place so don’t know if that would be hard or not
You should add some sort of bomber type, (like throwing grenades or launching rpgs). They would be very slow in every way but their bullets have splash damage.
How about kamikaze? xD
You should make the warrior get more range and lower the zombies attack speed so that the warriors actually can kill zombies but get overwhelmed by multiple
I will make it so warriors can block zombie attacks with their shield!
I was really impressed with how effective the change to warriors was. They seem to function much, much better with the modification that rewards them for getting near enemies.
And I agree that rewarding medics for being near allies sounds good, though I think it should only reward them for being near non-medic allies. Otherwise we'll likely continue seeing long lines of medics running around together. Also, I'm not sure they should be punished for getting near enemies, as that would prevent them from trying to heal the warriors who are fighting on the front lines.
What about rewarding medics for being near non-medic allies, punishing them from being near medic allies, and leaving them with no reward or punishment for being near enemies?
I think you are right and this could work! Gotta give it a try
Instead of not punishing medics from being near enemies you could make it so medics get punished if they are near enemies without allies around them.
A cool idea would be to lay items around the map like Health/Shield packs
or perhaps obstacles to slow A.I down and to learn not to go into it.
Ill explain the stuff so you know.
You could place down grey blocks which when touched by A.I give them over health, and replenish their lost health.
Musketeers lose damage, and have to 3 shot other musketeers.
Warriors will need to hit an enemy 2 times, Musketeers have to shoot Warriors 3 times for them to die.
Warriors will one shot Musketeers.
Overhealth in basic terms is basically just adding another point to their health.
So for instance if a musketeer picked it up, and it was fighting other musketeers it would get 4 extra hits before going down and replenishes their fallen health.
Obstacles could be barbed wire, or sandbags. even landmines.
Also i know this sounds like alot, but i would love to see an artillery unit being added
I really love your job and I think it is really good job. But i also think you should explain everything to more details at the bigining of the video. Like that stuff with healers everyone is wrtting about. We did not know that medics can not heal other medics (great idea to prevent surviving of only healers in my opinion) or I dont know if worriors stamina regenerates over time an how much. And again, Ireally love your job and wish you luck.
I forgot to mention that sorry :D
Whenever I implement many changes, some of them slip out of my head at the moment of editing , but I will try to explain in more details what the changes are :)
@@Zuzelo It is ok, I understand. And really good job.
give them a fear value so if they take alot of damage or there are too many enemies nearby the value goes up and the higher the value the higher the chance of them just running away or calling for reinforcement
You should add some airborn units that only ranged attacks and other flying units can hit (ie a bomber blimp, a witch on a broom, or a dragon or something)
YES
Awesome idea, but it will require some reworking to allow agents aim vertically. I am planning on remaking the simulation later on and airborne units will definitely be part of that!
@@Zuzelo totally get that. Love your vids!
When you train, do you render the iterations? If you simulate the environment with code, without actually rendering the graphics, it'll be sped up even more.
Also, are you using Unity? I know unity code uses C#, so what machine learning code are you using? All the ML libraries that I know are in python.
Yeah, I do render (mainly so I can follow the process and pin point issues during training)
The code I write is indeed C#, but it bridges to python code (ML Agents is mainly running on python)
That being said, you dont need python knowledge to work with ML Agents
you deserve sooo much more subs
I love this series and the updates you make to the project! Just make sure you don't burn yourself out on this too quick 😅
Thank you :) I am more hyped than ever about the AI WARS, but I should not forget about Chiklz (from AI Learns to Survive series)!
@@Zuzelo yeah! Gotta spread your attention around so you don't get sick of one project
you should add a necromancer.
he would spend stamina to rivave dead units, making them weaker.
soldier would turn into skieleton, that would deal much less damage, but would be much faster
muskieter would turn into skieleton archer that would have faster reloading speed, but would deal less damage
and there would 1/2 chance of necromancer riving the medic as a new necromancer, but 1/2 that he would die in the procces.
also necromancer should be unable to fight himself, and should be much weaker and slowe then the rest of the units.
I haven't seen a couple parts yet, but I think it would be interesting to set each side with different historical tactical positions at the start of the match, and reward/punish them accordingly for holding formation in different ways, red could be on the assault in formations that require aggression. I can imagine a sword phalanx holding the line against a wedge formation. Hell, you could program Captain's who give orders to small groups of men, 2 captains for each 250 men, or 5 for each one hundred, etc. Just a thought, it may not be doable. But I like the idea of seeing a bit of organized chaos, seeing how the ranks break.
Also these videos are addicting 💀👌
Having predefined starting formations would indeed be quite interesting, just gotta think of a proper way to implement that :D
i think it would be interesting if warriors could see when nearby enemy warriors (as well as any melee fighters you may add later) are about to attack, so they can get a sense of when to block,
however, they cannot see when musketeers are about to shoot
edit after watching further: i think the medics may just be underpowered due to the warriors being able to one-shot. even if a medic can out-heal a single musketeer, they cant do anything about an enemy warrior. a team of 50% medics 50% musketeers would likely lose to a team of 100% warriors every single time. Maybe make the warriors deal 90% health in one hit so that the medic still has to heal them 40% to be out of 1-shot range from a musketeer and 80% to avoid the second strike being lethal? This is getting into discussions of game balance, however, which i believe is not the point
Yes I thinking giving some possibility to know whether the enemy is attacking is a really good idea!
As for the medics, a suggestion I saw was to allow them to over-heal soldiers in their bubble (which would result in warriors not dying from 1 hit)
I think it would be nice to allow warriors see the status of their enemy to make better use of their actions. And at the end do a 1v1 gladiator fight!
Not sure if it is a good idea and if it is even possible to implement it but I think you could make it possible by adding a ray like for the musketeers to see infront of them and returning
-1 for not in range or blocking
0 not attacking or blocking
1 attacking
Yes, I think allowing agents know the actions of their opponents would indeed help them be more strategical with their actions
Troop suggestion of a commander or leader that can create troop formations? I think that might be too computationally expensive, though. I'm thinking that given a map of the troops, the commander can order his troops to make a formation. Awesome video!
May you reward the warriors also for beeing close to allied warriors, but slightly less than beeing next to an enemy - so they may form more cohesive formations.
I think that will still result in them clustering all together (since more teammates nearby - higher reward)
w video also i think you should try doubling the amount of hits each unit can take as that could possibly lead to more sustained combats and stop one team from easily breaking through with a random ball of units
Overheal from medics?
This sounds good, but I kinda like the idea of a glass cannon unit that one hits. Perhaps we need a new unit instead :D
@@Zuzelo Heavy from tf2 real
@@Zuzelo INTRODUCING THE HEAVY KNIGHT
if wariors targeted by muskets and if they isnt using their shield punish them maybe it help wariors against muskets(or they run out of stamina)
This could help, but the warriors currently do not know if they are targeted by a musketeer. Might be interesting to try it tho
Maybe you can punish them when they are near musketeers
Here’s a suggestion. You should add a MVP camera for medics who have healed the most people
Hm, like a separate one or to make them compete for the MVP title with fighters?
@@Zuzelo either or after all it is your game but I’d say probably compete with the fighters
Its a great and entertaining day when ZuzeloApps uploads a video! Keep up the great work! Fire video
Thanks bro. More stuff on the way!!!
Make kamikaze troops they explode a few seconds after spawning and they are fast, they get rewards for staying near the enemy troops and punishments for staying near the friendly troops, make it so the punishment and rewards are equal so the kamikaze will know that is fine to kill 7 enemies while 6 allies die in the process
Yesss!
Loving theese videos! Heres .y suggestion: commander unit, can send signals, but they can also choose team composition before the match
I am afraid, the current simulation does not allow for such modification (yet) where soldiers can choose the team composition
That being said, I have planned to recreate the entire simulation in a Season 2 which will open so much more opportunities such as the commando mode, airborne units and so on!
You should add the ability for the AI to distinguish between different types of units, that way they could develop different strategies for fighting against different opponents, or maybe coordinate together better like running towards a medic when they are low health or attacking certain enemy units first.
You should allow each unit to output one "signal" variable, and have each unit be able to detect the signals from the two (or however many) closest units.
What kind of signals are you referring to? "Attack" "Block" "Move"?
@@Zuzelo An output in the brain that is controlled by the neural network. So that the AI can determine what to send and how to use it.
For one battle you should train them for a ridiculous amount of time (like 100 hours) to see what crazy strategies they develop
Yesssss! However 100 might be too low. I am thinking more of 500 -1000 hours
it would be so interesting to see what 1000 hours of training could do @@Zuzelo
You should make a mage unit.
They would shoot fireball at medium range that put ennemies (and allies) on fire et the fire can spread (if you add terrain they can even burb terrain)
They should also be able to teleport instead of simply moving and invoke ether mini warrior or walls
Sounds quite OP to be frank :D But I really like the idea of a mage unit
@@Zuzelo to compensate they Can have really low attack speed and HP or have and they need stamina for everything (like Mana) and it can be a base for future magical unit like necromancer or other mage type. It would be interesting to see other deplacement type (teleportation) and the strategies to counter that
"If punishment didn't work , just punish more "
Ahhh i see you're using my dad's parenting strategy !
It proves to be highly efficient xD
This is really cool! I love the ai learning and soldiers fighting. I think you should add an objective win condition for the soldiers to attack/defend i.e a general unit they need to keep alive. I was thinking it would be very cool for you to make a gamewhere two players fight by training armies and then the Ai decides the battle. Kind of Like Clash of Clans but with actual depth as you soldiers will do their best to obey you. You can place objectives like destroy barracks or defend stables so your troops will try if possible to do those objectives. but the other player cant put down distractions like gumdrops which will cause the soliders to go eat them. the focus of the player will be to herd their troops and to focus on ecomny and building their troops to be strong enough to win. non-traditionial upgrades could be inteligents where upgrading your units allows you to change their ai from Mk1 to Mk2.
Overall Great job
You could add the ability to make a small "battlement" or wall of some sort to avoid shots. You might add a builder who could create these or other helpful creations.
Engineer units that are able to build barricades are on my to-do list :)
You could let medics also increase how fast Warrior's regenerate their stamina. Or regenerate stamina in the first place if they don't normally do so, I don't remember if you've ever said if they do or not. Gotta hand out those medical steroids and all that.
Alternatively, you could have enemies inside a medic bubble get debuffed somehow and move and act slower to make them more of an overall support trooper, or give the medic some sort of weak pistol that does a quarter of a musket trooper's damage or something? Dunno. Or smoke grenades/flashbangs, maybe, that block enemy line of sight but not friendly line of sight.
I also still think that Warriors should be able to both dodge AND block instead of only one or the other.
Warriors do restore the stamina over time. Your suggestions is interesting, but I think it will really confuse the warriors. An alternative is to over-heal soldiers inside the bubble, making them withstand 1 attack from warriors
I just watched your videos with AI fights. It improved so much. Also for Patreons I suggest you could put them in AI fight just assign couple fighters with Patreon names.
Punishments when medics don’t heal and punishments when medics heal each other so that the DONT form a congo line :D
I’m not sure how to accomplish this but I would separate reward types. Give a musketeer a higher reward for killing an enemy from a distance. Maybe this way you won’t see a giant bum rush battle but rather actual strategy.
You also might see better shield tactics if you gage a reward for blocking a killing blow.
Indeed, I think the suggestion of rewarding based on distance might help musketeers fight from further away, but unless enemies rush them, musketeers would still need to push so they can reach the opponents
Things i would love to see:
1.commander normal soilders can be next to him or follow his command
2.enviorment like forrests would meele trops be better when range cant see becuse of trees, bushes...ect
3.Trebuchet would also work great with forrest what inistead of using Trebuchet to kill a lot of enemys it could destroy an forrest so your alies can see but bombing of enemy still would be fun to see
I would love to see how ai develops its strategy using it
4.semi automatic or automatic wepon lowwer atack but more atack speed would be great against zombies
5.more teams example what if we had more teams in humans vs zombies les say 2 human teams would they kill first zombies or would fight or 4 human teams
6.structures like an base that they can be in
7.also final one cars,tanks...ect
Final note so many great ideas and that is just few but i would love to see this series of videos more and i look at a lot of videos that are 40+ to 2 hours would be great to see a longer video
in the mvp leadeboard area the first time the solider becomes mvp is the number of kills at the leaderboard and for kills the mvp gets the leaderboard does not get updated
Oh really? I didn't even notice! That is some great observation my dude!
Will have to look into that
You should make some sort of procedurally generated map to make the AI's strategies even more complex.
This will definitely be a feature once Season 2 is out!
I love this series
More on the way!
@@Zuzelo NO WAY U HAVE RESPOND TO ME
I feel like you should turn on friendly fire for warriors but also add a stabbing attack so the soldiers can still take out multiple soldiers at once but also avoid killing their teammates if they feel like. Could add another level of complexity to the simulation.
I think the stabbing atack should kill always only one enemy but cost only 20 stamina.
I think if you will add archers you could use experience from Chickelz archery video.
I think you should add a bomb throwing unit to disperse grouped enemies
Or Kamikazes!
An interesting idea would be a wizard that fires out an aoe D.O.T. You could give them multiple vision waves that only rewards them for 2+ enemies defeated. Another idea would be an alchemist with a projectile that on ally hit buffs them in some way and enemy hit deals damage
Hi. Good video I always like to see more reinforcement learning on yt.
What do you think of adding a "general" role?
The idea would be for the general to give orders to the soldiers, to see if it is able to create interesting strategies.
My idea of the implementation is as follows:
- The general does not have to be on the map: it can just be a neural network governing the battlefield
- The general sees the position of every enemy and allied soldiers
- The general has three (or more, as you like) distinct regiments containing their soldiers, in which they can re-assign soldiers to a regiment or another (think of it as 3 lists in the code)
- The general assigns a "target position" to each of its regiment. This will serve as an additional input for the soldiers, who will need to fight as well as try to get closer to the "target position". (A simple reward towards being close to the position and orientation given by the general)
- The general does not have to give orders and reassign soldiers every step, in fact it could be done every 2-5 seconds.
I hope my idea is clear.
To make this idea even more interesting:
Instead of simply giving a "target position" to a regiment, the general could as well give a "formation" that would serve as input as well.
These formations would need to be learned preemptively by the soldiers. The soldiers would need to be able to distinguish their allies from different regiments (especially of their own) to be able to form different formations.
What I call a formation would be for example a triangle formation, square formation, line formation, etc.
In order for the soldiers to learn to get into those formations, it would probably require creating an area of the right shape, and rewarding the agents based on how well the area is uniformly occupied by the agents inside of it.
I really like the idea and it reminds me of the Commando mode in Battlefield
However, the current simulation does not allow for such modification (yet)
That being said, I have planned to recreate the entire simulation in a Season 2 which will open so much more opportunities such as the commando mode, airborne units and so on!
@@Zuzelo Great to hear!
I am also planning on creating some types of simulations for youtube in the future months. I'll be happy to see your future work.
I already have some experience with ML Agents on Unity it's a great tool. I made a video about it for a university assignment that is on this account if you're curious. (It's geared towards teachers and not youtube viewers but still).
Now you just need a castle and other objects.
Also giving the musketeers the ability to hide for cover when fighting.
Also A.I. must learn fear when on low health. But still has to fight. Sometimes
Also a Commander Unit and Stealth Unit.
Punish healers for being too close to eachother aswell as enemies. Reward them for being close to friendly soldiers.
Add soldiers with spears that have a longer hit range than swords. Instead of blocking with shields give them the dodge ability that moves them backwards.
Add a second type of healer that shoot a healing beam similar to musketeer shots.
Lower all the damage/healing numbers to something like melee hits do 40, shots do 30, etc.
Oh and bring on the trebuchet! Make this a 1hit=1kill aoe wonder with an abysmal reload timer and a minimal range similar to musketeers max range.
A thing that may help with medics, is to reward them for being next to allies, but punish them for being next to medics & make medics unhealable. That will encourage them to stay near allies and support them, instead of making an "Anti musketeer" bubble with 5 medics healing eachother
I think this could work. Also, a nice suggestion was to allow medics to over-heal soldiers in the bubble, which also sounds quite interesting
You should add a commander or sergeant unit which doesn’t attack but directs other units in a range to perform an action. If the target performs that action. They get rewarded. Ignores the order: PUNISHMENT . Commander units get rewarded if target unit kills an enemy in a set time limit and punished if dies
I accidently copied your idea sorry
Yes, the commanders are on the to-do list! Soon!
yay@@Zuzelo
Commissar lol
We need catapults! It’ll train them to not group up so much naturally. I wonder if they’ll rush the catapult. Just fill out armies, knights, magic units with special fire throwing abilities, crazinesss lol
Yessss, however Trebuchet > Catapult!
Maybe you could make a mage which could freeze enemies? Or build a wall of ice in front of him so he can protect himself from the enemies. Basically a support unit. Overall, love your videos, keep up the good work!