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DESIGNER NAME: Dorphen

COUNTRY: New Zealand

DATE OF INTERVIEW: August
7 2001

DAILY GRIND: Software Engineer

Congratulations on winning the last Profession Tournament, did you
feel confident with Ultairior Motives or was it a nail biting finish?

Confident is probably a bit too strong a term for it...I'd rather say I
was reasonably optimistic about my chances of getting near to the semis.
In my stable, I had bots which were either exact copies of previous pro
tournament winners (like the kindly donated Red Hot Poker) or else they
were my own designs which were very similar to them (like my Robin series
which is very similar to OCC's Slice N Dice). In the testing I had done,
the latest version of Ultairior Motives had got some A.I. tweaks so it
could do a better job, and indeed it beat all my other bots. It was a
close call to decide whether to go with Ultairior Motives, or my other
reasonably effective Robin. In the end, sentiment drove me to put the
extra time into giving Ultairior Motives a little more brain.

You must have been one of the first Beta testers, what was it like as a
player back in the early days, coming to grips with the raw concept, and
how much do you feel you and the other beta testers have shaped the final
product?

I joined back in Phase 2 of the beta, which was around December 2000. My
first claim to fame was that I won the first Beta Bot Battle with
DawdleBot who was (one of) the first 'Death-From-Above' style hammer bots,
making good use of gravity. Unfortunately back then I was not careful
about keeping successful designs otherwise he'd be available for download
on the site.

Getting back to the question :) I guess it is a little hard
to say how much we shaped the product given that I have no idea how things
would have turned out without our input, but the dev team were certainly
responsive to suggestions and even when they did not take them on board, I
felt they at least gave consideration to the points put forward. In my
opinion, one of the biggest impacts of the beta testing was the rewrite of
the A.I. interface. Although, given my programming background I had no
problems with the original version (and indeed was not too happy about the
move to the icons), I can see it was the right decision. Then of course
there were the numerous tweaks to improve the balancing aspects of all the
components.

What appeals to you most about RoboForge, what initially attracted you to
it?

Well, partly I was interested because I had never taken part in a beta for
a game before and thought it would be cool to be one of the first
pioneers. I also remembered playing a similar game cunningly called
'Robots' (about 17 or 18 years ago), which involved 2D circles (the bots)
fighting it out in an arena, with their behaviour being determined by the
player programming their brain. Roboforge seemed like a much expanded
version of it, and since I had enjoyed playing that one I figured this one
would be a good candidate. The other side to the appeal for me was that
the game is not affected on ping times or a person's reaction speed. It
is a more cerebral past-time and that suits my character down to the
ground.

You're very active and helpful in the forums, how are you finding the
RoboForge community? Does it differ to other online games you've
experienced?

As I have just mentioned, this is the first online game I've been involved
in (apart from playing a few MUDs that is) but I have had experience of
other online forums and communities in general before, and the Roboforge
Community certainly seems to be one of the more civilised. It is great to
see people being able to point forward their point of view, have that
point argued about (both for, and aginst), and the discussion not end in
personal attacks. The ideas being considered are the important things,
not the person who comes up with them, and most of the time, not even the
way they make their point. Just about everyone in the forums seem to
recognise this fact, and that is in no small part due to the style of game
you have created.

The old AI vs Design question; where do you feel you strengths lie and
which would you spend most of your time on?

I think I am a pretty good designer, and a pretty good A.I. writer. I am
not a fantastic expert in either aspect of the game (like a few others I
could mention) but I am definitely quite solid with both and it seems to
be a combination that works...some of the time anyhow :)

I spend most of
the time at the start of bot design thinking about the construction side.
Of course I have certain A.I. aspects in the back of my mind, like what
kind of positioning will I need in order to be able to use this
joint-weapon combination, and what kind of chassis do I want - a fast
light one, or one which has a lot of hit points and can hold a lot of
weight, but initially it is an exercise in trying to come up with a design
which has as few weak spots as possible - e.g. making sure not to have
lots of shields & weapons connected to a single weak component. I'll then
put in a few stock A.I. blocks and fight it against the example bots, and
a few of my earlier bot designs.

At this point, any obvious weak spots
will hopefully be found, and I'll either modify the design, consider if I
can manage to write A.I. which can 'fix' the problem, or else resign the
bot to status of sparring partner. I am a firm believer that every bot
you build is useful as an opponent. The wider the variety of bots you put
your tournament bots against, the more confidence you can have in their
ability. Once I have a design that seems to have merits I'll give it a
paint job and then put a bit more time into A.I. development.

Who and or what most inspires you bot design and how often would you
design a Bot just to beat a specific bot?

I really can't say where I get inspiration from in general. I definitely
take notice of successful bots I see and sometimes copy a particular
construction technique or try to analyse behaviour to see if I can come up
with an A.I. that does the same thing. I have created a few full bot
copies of other successful bots, but as tends to happen, they are pale
immitations of the originals, useful only as training opponents.

I don't
generally design to beat a specific bot, but more often I'll design to
beat a range of bots - e.g. trying to make sure a variety of
death-from-above bots can be defeated, or trying to figure out how to
catch a runaway bot (which is currently a work in progress for me).
Having a bot which is the nemesis of just one other bot is not necessarily
going to get you very far in a tournament, but you can definitely get
satisfaction from beating a previous champion in the challenge rooms, and
the lessons learned from designing to beat a specific bot can sometimes be
applied to a more general bot (especially when the solution is an A.I.
tweak). That said, I do remember adding A.I. to Ultairior Motives that
was to try to help defeat Sky Guillotine which was one of AmbushBugs very
successful beta bots.

Lastly any tips for those just beginning with RoboForge.

Get some sleep ;) Seriously. Roboforge can be very detrimental to your
sleep patterns. The number of times you'll lie awake just thinking about
how you're gonna turn your bot into a Super-Mega-Death-Dealing bot are
almost uncountable. For a slightly more helpful suggestion, I'd probably
say make use of the forums and challenge rooms and download and watch as
many of the past tournament battles that you can. When you're in your
early stages, keep in mind that every battle you fight is a learning
experience. Whether you win or lose, you'll always be able to get
something from the fight.

PREVIOUS FEATURED DESIGNER

Click on the links below to read about our previous Featured Designers
-

"ABC"

"DORPHEN"

TOM ELLIS AKA "OCC"

ANDREW LINDSEY AKA "JUSTDREW"

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