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Star Citizen: Moon Collider To Provide AI Technology

SBFordSBFord Former Associate EditorMember LegendaryPosts: 33,129

Cloud Imperium Games and Moon Collider have announced a partnership initiative to bring the latter's Kythera AI technology into Star Citizen. Kythera will be the underlying technology for all NPCs and spacecraft throughout the Star Citizen universe.

Star Citizen’s eager backers will get their first glimpse of Kythera in the upcoming Dogfighting Module, which will see players jump in their spacecraft for life-and-death battles against each other and the AI. Thanks to Kythera, would-be top guns will meet computer-controlled opponents with individual, recognizable flying styles – each with weaknesses to be exploited and strengths to be feared.

Read more at the links above and/or find out more about Star Citizen.

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¯\_(ツ)_/¯ 


Comments

  • RoinRoin Member RarePosts: 3,444
    Looking forward to it.

    In War - Victory.
    In Peace - Vigilance.
    In Death - Sacrifice.

  • apanz3rapanz3r Member UncommonPosts: 273

    wow 40 mil funds and can't write an ai  or network code ....

    less shop more coding please ....

  • bomber009bomber009 Member Posts: 21
    Originally posted by apanz3r

    wow 40 mil funds and can't write an ai  or network code ....

    less shop more coding please ....

    Well if there are people out there with excellent AI and network code already written and they can get them for a good price doesn't that leave them more time to work on gameplay and improve the game in other was than spending months perfecting AI and their network code?

  • Solar_ProphetSolar_Prophet Member EpicPosts: 1,960
    Originally posted by apanz3r

    wow 40 mil funds and can't write an ai  or network code ....

    less shop more coding please ....

    Yeah, but they can make absolutely badass hangar simulations! Plus their art department is  really good at creating nonexistent ships to sell, so that's got to count for something, right?

     

    AN' DERE AIN'T NO SUCH FING AS ENUFF DAKKA, YA GROT! Enuff'z more than ya got an' less than too much an' there ain't no such fing as too much dakka. Say dere is, and me Squiggoff'z eatin' tonight!

    We are born of the blood. Made men by the blood. Undone by the blood. Our eyes are yet to open. FEAR THE OLD BLOOD. 

    #IStandWithVic

  • DocBrodyDocBrody Member UncommonPosts: 1,926
    Originally posted by Solar_Prophet
    Originally posted by apanz3r

    wow 40 mil funds and can't write an ai  or network code ....

    less shop more coding please ....

    Yeah, but they can make absolutely badass hangar simulations! Plus their art department is  really good at creating nonexistent ships to sell, so that's got to count for something, right?

     

    shoo, shoo EA

    don't worry, someone's still gonna buy your next FIFA, no need to hate a crowdfunding success

  • GdemamiGdemami Member EpicPosts: 12,342

    Dat fire in space...

  • ArglebargleArglebargle Member EpicPosts: 3,483

    Timing on this would've been interesting to know.  They've already delayed the dogfighting module once.  Was Kythera AI in place then?  Did they sub out for it because their team couldn't (or didn't) develop a decent AI on time?  

     

     

    If you are holding out for the perfect game, the only game you play will be the waiting one.

  • AzzrasAzzras Member UncommonPosts: 407
    Originally posted by Gdemami

    Dat fire in space...

    Fire can occur in space if it has a fuel source.

    See, don't you feel silly now?

    image
  • idkmybffidkmybff Member UncommonPosts: 10
    Originally posted by Arglebargle

    Timing on this would've been interesting to know.  They've already delayed the dogfighting module once.  Was Kythera AI in place then?  Did they sub out for it because their team couldn't (or didn't) develop a decent AI on time?  

    In the video they said they have been working with these people for over a year now.   

  • grndzrogrndzro Member UncommonPosts: 1,163
    Originally posted by Solar_Prophet
    Originally posted by apanz3r

    wow 40 mil funds and can't write an ai  or network code ....

    less shop more coding please ....

    Yeah, but they can make absolutely badass hangar simulations! Plus their art department is  really good at creating nonexistent ships to sell, so that's got to count for something, right?

     

    Because great AI coders just fall off trees like apples. SC is an in house designed engine. Plugging an existing AI framework into SC makes perfect sense especially if it is made with similar design principles.

  • screecwescreecwe Member UncommonPosts: 128
    Originally posted by grndzro                                                                                                         Because great AI coders just fall off trees like apples. SC is an in house designed engine. Plugging an existing AI framework into SC makes perfect sense especially if it is made with similar design principles.

    SC isn't running on an in house engine. It's a modified version of CryEngine.

  • OlgarkOlgark Member UncommonPosts: 342
    Originally posted by Arglebargle

    Timing on this would've been interesting to know.  They've already delayed the dogfighting module once.  Was Kythera AI in place then?  Did they sub out for it because their team couldn't (or didn't) develop a decent AI on time?  

     

     

    The AI in the Cryengine is not capable of working in a 4D battle space such as space, it is also not capable of computing more than 20 or so NPC's

    Star Citizen requires a more robust AI and the guys doing the AI actually reached out to CIG and gave them a selling pitch about the AI they are working on. It is a partnership and an exclusive, a partnership in that SC and MC get a product out on the market and an exclusive because SC will be the first game to use the new AI system.

     

    If you watch the video about the AI you will find it to be rather unique in how it operates. No other AI can do this as of yet without a lot of scripting events in place. The AI being made for Star Citizen can actually learn on the fly, and Chris Roberts has always said when players meet up in space he hopes they will not be able to determine if it is a player or AI controlled opponent they face.

    image

  • Cabbagehead664Cabbagehead664 Member Posts: 18
    Originally posted by Olgark
    Originally posted by Arglebargle

    Timing on this would've been interesting to know.  They've already delayed the dogfighting module once.  Was Kythera AI in place then?  Did they sub out for it because their team couldn't (or didn't) develop a decent AI on time?  

     

     

    The AI in the Cryengine is not capable of working in a 4D battle space such as space, it is also not capable of computing more than 20 or so NPC's

    Star Citizen requires a more robust AI and the guys doing the AI actually reached out to CIG and gave them a selling pitch about the AI they are working on.

     

    It is a partnership and an exclusive, a partnership in that SC and MC get a product out on the market and an exclusive because SC will be the first game to use the-new AI system. If you watch the video about the AI you will find it to be rather unique in how it operates.

     

    No other AI can do this as of yet without a lot of scripting events in place.

     

    The AI being made for Star Citizen can actually learn on the fly, and Chris Roberts has always said when players meet up in space he hopes they will not be able to determine if it is a player or AI controlled opponent they face.

    Exactly , there is nothing more to it then that.

    I hate when people that are clueless speak on something they don't understand.
  • zimboy69zimboy69 Member UncommonPosts: 395

    the answer is simple

     

     

    when players sign up for servers   what they don't know is they are actually signing up for different side on a server

     

    then you just tell the players that  the players on the other side are actually npc's and the same in reverse 

    nobody knows  its a secret

    its simple way to have  the best AI in  any game  because  they will all act  like human players because they  ARE

     

    its what I would do

     

     

    with this you could also have the most dynamic missions ever

    for  example  is  you could give a escort mission starting at a certain time to one side

    and the other side a attack mission at the same time   as you have   no idea how many will turn up or who or what skill levels and  each time it will be different 

    different amount of players ,ships,skill levels  different directions of attack  different tactics

    the most dynamic  events ever not even the devs could tell you what would happen as nobody knows

     

    now if you found that  one side was hugely outnumbered you could do a system to  balance the sides like guild wars 2  with WVW where  you  change the enemies  every week or so to balance the battles also sides with high amount of players you could reduce the ability to join certain servers

    image

  • screecwescreecwe Member UncommonPosts: 128
    Originally posted by zimboy69

    the answer is simple

     

     

    when players sign up for servers   what they don't know is they are actually signing up for different side on a server

     

    then you just tell the players that  the players on the other side are actually npc's and the same in reverse 

    nobody knows  its a secret

    its simple way to have  the best AI in  any game  because  they will all act  like human players because they  ARE

     

    its what I would do

     

     

    with this you could also have the most dynamic missions ever

    for  example  is  you could give a escort mission starting at a certain time to one side

    and the other side a attack mission at the same time   as you have   no idea how many will turn up or who or what skill levels and  each time it will be different 

    different amount of players ,ships,skill levels  different directions of attack  different tactics

    the most dynamic  events ever not even the devs could tell you what would happen as nobody knows

     

    now if you found that  one side was hugely outnumbered you could do a system to  balance the sides like guild wars 2  with WVW where  you  change the enemies  every week or so to balance the battles also sides with high amount of players you could reduce the ability to join certain servers

     

    I don't know of any NPCs that simulate teabagging.

  • grndzrogrndzro Member UncommonPosts: 1,163
    Originally posted by screecwe
    Originally posted by grndzro                                                                                                         Because great AI coders just fall off trees like apples. SC is an in house designed engine. Plugging an existing AI framework into SC makes perfect sense especially if it is made with similar design principles.

    SC isn't running on an in house engine. It's a modified version of CryEngine.

    When Crytek regularly sends people to help with SC it might as well be.

  • RacksoRackso Member UncommonPosts: 11
    Originally posted by Rhoklaw
    Originally posted by Azzras
    Originally posted by Gdemami

    Dat fire in space...

    Fire can occur in space if it has a fuel source.

    See, don't you feel silly now?

    Actually, fire in space requires the same 3 ingredients as it does on Earth. Fuel source, which most ships have, an ignition source, which most ships would be capable of and last but not least of all, oxygen. Oh wait, that's right, no oxygen in space. Granted, you could have a possible explosion in space, but it would be short lived as their is no steady source of oxygen.

    All you guys are right but if you want the game to be so damn realistic then there wouldnt be any sound at all, since the sound waves cant be carried and be heard in outer space. You will only see everything blowing up with no sound like if you were watching a starwars movie with your TV muted...

     
  • tom_goretom_gore Member UncommonPosts: 2,001
    Originally posted by Rhoklaw
    Originally posted by Azzras
    Originally posted by Gdemami

    Dat fire in space...

    Fire can occur in space if it has a fuel source.

    See, don't you feel silly now?

    Actually, fire in space requires the same 3 ingredients as it does on Earth. Fuel source, which most ships have, an ignition source, which most ships would be capable of and last but not least of all, oxygen. Oh wait, that's right, no oxygen in space. Granted, you could have a possible explosion in space, but it would be short lived as their is no steady source of oxygen.

    That's why rockets carry their own oxidizer. You're still right the explosion would not be very long, but definitely long enough to have nice fireworks.

  • SteinarBSteinarB Member UncommonPosts: 54

    Really?  Negative comments because they'll be using an AI created by a studio whose very reason to be is to create the best, most adaptable game AI they can rather than CIG creating the wheel all over again at great cost for probably less return?

     

    Really?  People are really gonna give 'em a hard time because they're letting the AI be designed by people whose speciality is designing AI?

     

    Really?  Snarking about SC getting to feature an AI system which _finally_ after years and years of shitty, regurgitated, no-progress-in-the-field AIs in game after game might well see AI design take a much needed leap forwards?

     

    Really?

     

    Kids say the darndest things.

  • screecwescreecwe Member UncommonPosts: 128
    Originally posted by Rackso
    Originally posted by Rhoklaw
    Originally posted by Azzras
    Originally posted by Gdemami

    Dat fire in space...

    Fire can occur in space if it has a fuel source.

    See, don't you feel silly now?

    Actually, fire in space requires the same 3 ingredients as it does on Earth. Fuel source, which most ships have, an ignition source, which most ships would be capable of and last but not least of all, oxygen. Oh wait, that's right, no oxygen in space. Granted, you could have a possible explosion in space, but it would be short lived as their is no steady source of oxygen.

    All you guys are right but if you want the game to be so damn realistic then there wouldnt be any sound at all, since the sound waves cant be carried and be heard in outer space. You will only see everything blowing up with no sound like if you were watching a starwars movie with your TV muted...

     

    The game will feature a realism mode for sound that makes it so you can only hear your own ship firing or when object interact with your hull for those who want it.

    CIG never touted this game as pure realism. If it did, flying from planet to planet would be pretty boring considering the light years it takes. They've chosen to be as realistic as possible while making concessions when necessary for gameplay. I still don't understand those who clamp down on this idea as if they somehow debunked the whole point of Star Citizen because of a gameplay mechanic that ignores physics. 

     

    Originally posted by SteinarB

    Really?  Negative comments because they'll be using an AI created by a studio whose very reason to be is to create the best, most adaptable game AI they can rather than CIG creating the wheel all over again at great cost for probably less return?

     

    Really?  People are really gonna give 'em a hard time because they're letting the AI be designed by people whose speciality is designing AI?

     

    Really?  Snarking about SC getting to feature an AI system which _finally_ after years and years of shitty, regurgitated, no-progress-in-the-field AIs in game after game might well see AI design take a much needed leap forwards?

     

    Really?

     

    Kids say the darndest things.

     

    Yeah it's pretty funny, isn't it? People get mad that the game has made more money than its budget, yet flip out when expert companies are subcontracted to make a single facet of the game. Why reinvent the wheel? You have an entire company of AI experts who live eat and breathe AI coding. It would be stupid not to use that resource.

    What it comes down to, is that people already have the narrative in their head that they want to tell. That CIG is evil and scamming the world blah blah blah. And that Star Citizen is vaporware. It doesn't matter what CIG shows every week. The naysayers will find a way of spinning it into their elaborate scam theories. It's quite a bit like arguing with conspiracy theorists. Evidence doesn't sway them. Only medication and professional help can.

  • RexGarvinRexGarvin Member Posts: 28
    This game is vaporware.  They are getting millions of dollars without having to produce a game. They will stretch out the creative process as long as the money keeps rolling in.     
  • grndzrogrndzro Member UncommonPosts: 1,163
    Originally posted by RexGarvin
    This game is vaporware.  They are getting millions of dollars without having to produce a game. They will stretch out the creative process as long as the money keeps rolling in.     

    half a million backers would dissagree.

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