Incoming features in OBEY!
Well the main thing I have been working on and have been mostly quiet about is ARTIFICIAL INTELLIGENCE BUNNIES. A lot of people ask me how AI for OBEY would work? OBEY is a psychological game above all, and cpu players probably wouldn't be very... um.. psychological. Well, the goal with OBEY AI is not to make the cpu bunnies as good as real players but simply to make the AI player-like enough so that players can convincingly pretend to be AI and hide among them. As the more experienced players know, an important strategy is to try to conceal yourself among losing players if you are a winning player. The AI's, in theory, will serve a similar purpose in providing cover - most impotantly in low player games of 4 and below.
The first step in making our AI convincing is to make it move like it's not AI (at least as much as possible). I have done this by making a recording room that records my player movements (the same system will be expanded later to allow recording of matches). The recordings of my bunny's movements are saved to a file, and when the AI needs to do something, it chooses an appropriate animation to turn or walk or beg, etc. The movements are mostly indistinguishable from a real player since they are my own movements (with some slight biasing to account for a given target angle). This way, the AI stitches my own recorded animations together to do whatever it needs to and look like a real player moving around. So far it seems to be working pretty well. The other thing That has mostly been done is pathfinding. AI bunnies can find their way around obstacles on the map. They know they can climb hills, should turn away from walls, hop out of steep areas, and get around mostly sanely although there is still some work to do here. The main things I want to avoid with pathfinding are 1) dumb ai walking straight into a wall to give itself away. 2) having to add custom nodes or areas on maps to make the AI work properly (although I haven't ruled this out yet, I will continue to try to avoid it and leave the AI completely dynamic).
Here you can see an AI casting rays to determine waypoints to get around an obstacle. Right now I am working on letting the AI know what good places to hide are in a given map: which bushes are suitable for bunnies, which places can stash items, etc. This data will be used with the pathfinding to build simple maneuvers like 'take x thing to box' 'try to subvert while hiding' which will themselves form building blocks for "strategies" which will be high level logic like how to 'OBEY' and 'disOBEY' and later on, into how to play as robo. Don't expect AI to take the win very often.. if ever. But my plan is to make them highly configurable to suit a server admin's preferences in number and behavior.
Which has already been implemented, and will be pushed out along with the rest. Looking forward to hopping along with you :)
[ 2015-08-10 05:11:12 CET ] [ Original post ]
Hi everybody! Thanks to all the players and map makers who came to Friday's Bunny Madness, Saturday's Map Makers Unite Tournament, and Sunday's -b00t- Tournament.... what an awesome weekend!! :D
So what's new?
Well the main thing I have been working on and have been mostly quiet about is ARTIFICIAL INTELLIGENCE BUNNIES. A lot of people ask me how AI for OBEY would work? OBEY is a psychological game above all, and cpu players probably wouldn't be very... um.. psychological. Well, the goal with OBEY AI is not to make the cpu bunnies as good as real players but simply to make the AI player-like enough so that players can convincingly pretend to be AI and hide among them. As the more experienced players know, an important strategy is to try to conceal yourself among losing players if you are a winning player. The AI's, in theory, will serve a similar purpose in providing cover - most impotantly in low player games of 4 and below.
How is this being done?
The first step in making our AI convincing is to make it move like it's not AI (at least as much as possible). I have done this by making a recording room that records my player movements (the same system will be expanded later to allow recording of matches). The recordings of my bunny's movements are saved to a file, and when the AI needs to do something, it chooses an appropriate animation to turn or walk or beg, etc. The movements are mostly indistinguishable from a real player since they are my own movements (with some slight biasing to account for a given target angle). This way, the AI stitches my own recorded animations together to do whatever it needs to and look like a real player moving around. So far it seems to be working pretty well. The other thing That has mostly been done is pathfinding. AI bunnies can find their way around obstacles on the map. They know they can climb hills, should turn away from walls, hop out of steep areas, and get around mostly sanely although there is still some work to do here. The main things I want to avoid with pathfinding are 1) dumb ai walking straight into a wall to give itself away. 2) having to add custom nodes or areas on maps to make the AI work properly (although I haven't ruled this out yet, I will continue to try to avoid it and leave the AI completely dynamic).
Here you can see an AI casting rays to determine waypoints to get around an obstacle. Right now I am working on letting the AI know what good places to hide are in a given map: which bushes are suitable for bunnies, which places can stash items, etc. This data will be used with the pathfinding to build simple maneuvers like 'take x thing to box' 'try to subvert while hiding' which will themselves form building blocks for "strategies" which will be high level logic like how to 'OBEY' and 'disOBEY' and later on, into how to play as robo. Don't expect AI to take the win very often.. if ever. But my plan is to make them highly configurable to suit a server admin's preferences in number and behavior.
Oh! and the next version will include HOPPING!
Which has already been implemented, and will be pushed out along with the rest. Looking forward to hopping along with you :)
OBEY
Dez
The Lo-Fi Apocalypse, Inc.
2020-05-12
Action Indie Strategy
Game News Posts 39
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive
(269 reviews)
http://www.obeygame.com
https://store.steampowered.com/app/346970 
The Game includes VR Support
OBEY Linux [325 M]
OBEY is a highly asymmetrical multiplayer game.
We've all played games where you send commands to AI units or teammates.
OBEY instead puts you in the position to command your enemies (human opponents), and to be commanded by them. Players are always free to obey/disobey. It is always up to players to deal with the consequences of their decisions in the game.
You win by bribing and coercing your opponents to do things against their own self interest (and in your interest).
If you are being coerced you have only stealth, intelligence, trickery, and creativity to escape.
OBEY is sort of like Counter Strike Jailbreak Mod meets Spy Party.
OBEY's social aspects have also been compared to Trouble in Terrorist Town and Town of Salem.
To win, make more money than any one else by the end of the round.
To make the most money, take command of the giant robot (the robot player makes 10x more than the other players per second)
You take control of it by walking into a door at the base of the robot.
The player in the robot can easily destroy any player he sees trying to approach (IF he sees them).
That’s the basics – so superficially, it plays like ‘king of the hill’.
However...
Experienced robot players will know that it is not always in their interest to simply kill approaching players.
Why not? Because he can instead coerce them to do what he wants.
and that’s where the game gets interesting…
GAMEPLAY FOOTAGE BY GDOG (Contains instructions for new players)
GAMEPLAY FOOTAGE BY FRAGMIX with inset by GEIN
GAMEPLAY FOOTAGE OF A TOURNAMENT GAME (experienced players)
BUNNY GUARD AT WORK!
We've all played games where you send commands to AI units or teammates.
OBEY instead puts you in the position to command your enemies (human opponents), and to be commanded by them. Players are always free to obey/disobey. It is always up to players to deal with the consequences of their decisions in the game.
You win by bribing and coercing your opponents to do things against their own self interest (and in your interest).
If you are being coerced you have only stealth, intelligence, trickery, and creativity to escape.
OBEY is sort of like Counter Strike Jailbreak Mod meets Spy Party.
OBEY's social aspects have also been compared to Trouble in Terrorist Town and Town of Salem.
To win, make more money than any one else by the end of the round.
To make the most money, take command of the giant robot (the robot player makes 10x more than the other players per second)
You take control of it by walking into a door at the base of the robot.
The player in the robot can easily destroy any player he sees trying to approach (IF he sees them).
That’s the basics – so superficially, it plays like ‘king of the hill’.
However...
Experienced robot players will know that it is not always in their interest to simply kill approaching players.
Why not? Because he can instead coerce them to do what he wants.
and that’s where the game gets interesting…
GAMEPLAY FOOTAGE BY GDOG (Contains instructions for new players)
GAMEPLAY FOOTAGE BY FRAGMIX with inset by GEIN
GAMEPLAY FOOTAGE OF A TOURNAMENT GAME (experienced players)
BUNNY GUARD AT WORK!
NOTES ABOUT GAMEPLAY:
- When playing as robo... you are free to shoot everything that moves (and this might even work against friends or new players), but if you just use this against experienced players you will get subverted, and you will lose. You want your opponents controlled, not hidden and out to subvert you...
- When playing as a bunny... trying to constantly subvert in the face of an experienced robo is a terrible idea: you will spend most of your game waiting to spawn. OBEY rewards using TRICKERY, STEALTH, and INTELLIGENCE. OBEY does not reward constant blind 'guns blazing' rushing to the robot. (But what did you expect? you are a baby bunny .vs an enormous mecha-canon-turret).
REMEMBER: You will be playing against other human beings - they can not be fooled as easily as AI!
MINIMAL SETUP
- Processor: Dual Core processorMemory: 1500 MB RAM
- Memory: 1500 MB RAM
- Graphics: 128MB GeForce 8400 / Radeon HD 4000 series or equivalentNetwork: Broadband Internet connection
- Storage: 300 MB available spaceAdditional Notes: OBEY is playable offline via LAN.
- Processor: Quad Core ProcessorMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: GeForce GTX 600 series / AMD Radeon HD 7000 series or betterNetwork: Broadband Internet connection
- Storage: 1 GB available spaceAdditional Notes: Microphone headset is HIGHLY recommended.
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