
AI COMBAT ARENA - Assemble your robot squad, construct their AI and send them in the battle arena to see your strategy play out. Iterate, improve and repeat until you outsmart all your opponents and friends online.




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Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
About 10 years ago I got into parallax and arduino micro controllers. Made some silly little robots that would wander the house like gold fish and a couple mini sumo bots... Once I met my wife she wasn't too keen on the middle of the living room being a robot arena and the minimal furniture being dedicated to robot construction so I packed it all up. After my Facebook got hacked I don't even have any cool photos left. Been looking for a game like this for quite some time. I've spent thousands of dollars on robot parts and tools, at $14.99 you should play this game if you're interested into getting into robotics. Even if you're not interested in robotics, no coding knowledge required. It's a nice little game. R.I.P. letsmakerobots https://hackaday.com/2015/09/25/lets-make-robots-changes-hands-kerfuffle-ensues/
The purpose of this review is an attempt to describe why I like and dislike parts of this game. Also to support to the developers because of their friendly in-game request. Why I like this game: This gameplay is a good match for my personal preferences which involves pure creative problem solving and no manual execution (or hands-off arena combat) This game draws on many of the same reasons why I enjoy programming including applied creative problem solving, rapid iteration, observing results and course correction The asynchronous multiplayer seems reliable, with minimal waiting time for a match, and provides endless replayability so I can refine and test my bot AI Reasonably good tutorial for teaching me enough so I'm encouraged to learn/master the rest of the game on my own, though maybe this is a biased opinion since I did some research and had a rough idea I would enjoy this g
EDIT: I decided to come back and look at this game again. I like the fact that color schemes have been implemented for bots, as the gray bots are very dull and this should add some life to that. I didn't relook at the combat, but I did go into the AI and check if any of my issues were addressed. They weren't, particularly the one that was most important to me in being able to move toward a specific map position. Rather than having to move toward a bot, resource, capture point, or powerup, there is simply no reason that people can't move toward/away from the center, walls, corners, allied/enemy sections because the reality is these zones are already implemented into the game. Its just that you can only move toward objects that are closest to or on these zones. This is a game about designing AI for a team of bots designed to compete against other teams. There are three different game mod
As a professional programmer, I find this game endlessly addictive. The AI GUI is well-designed and intuitive. I am considering using it to introduce my son to programming principles and logic, it's perfect for that!
Great game....in theory. Sadly the AIs you can build here are too limited to be interesting. The game is using the concept of "BehaviorTrees", which is a common thing used by video games for AI purposes. In this particular flavor of BehaviorTrees any node behaves as a Selector (one that re-evaluates every frame) and you got Conditions and Actions. You can do some basic things with those building blocks. There is also some rather limited Tags and Counters, to make some slightly more complex stuff, but that doesn't really help. It's more like a clutch. Because, what is missing is the opposite of the Selector, the Sequence node. Only with both a Selector and a Sequence you can build proper BehaviorTrees. For this game it would probably help a lot to have a variant of a "Sequence" that does NOT restart at the beginning every frame. You want to be able to do a Sequence of A, then B then C.
Gladiabots: build your very own terminators Run-through Released in Early Access, Gladiabots is a solo game project developed and published by GFX47. Presenting itself to the public as an AI robot combat strategy game, Gladiabots is indeed a small gem that has come a very long way, and has a very long road ahead still. We're given a team of 4 different types of robots: Assault, Machine Gun, Sniper and Shotgun. The goal is to make them fight enemy teams, and scoring more points than them by carrying resources back to ally bases, by endlessly tweaking the robots' AI interface. "Endlessly" because the game gives us such a huge variety of commands to pick from, that the possibilities when making our very own AI program are just infinite. By outsmarting the enemy with well-thought tactics of your own, make your way to the top of the Leagues - and why not, make your robots fashionable t
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