5 ms·
Machine learning really doesn't have many uses for games outside of the development cycle (or non-critical gimmicks). If it's exposed to player input - or espec
by Tobba_ 9y ago
Machine learning really doesn't have many uses for games outside of the development cycle (or non-critical gimmicks). If it's exposed to player input - or especially; random input - it absolutely must have robust, stable and controllable behaviour, at least on paper. Most of the time getting any of those out of an NN is either difficult or blatantly impossible.
Though speech synthesis specifically might be a good use case for some simpler ML, such as to form the final sound from processed phonemes (i.e acting as a fuzzy lookup table).
- Houshalter 9y agoIt may not be applicable in all games. But there are many games where the AI skill matters a lot to players. Or where they just get annoyed or bored with stupid AI. Games with bad AI (which is most games) frustrate me a great deal. AoE 2 let players make their own custom AIs. They took one of the best fan made AI scripts and made it the default AI in the new release. And players loved it. Because it provided a much harder and human like challenge, and didn't cheat like the old AI did. Obviously you shouldn't just train an NN to instant headshot players with optimal strategy. You can add realistic handicaps to the AI like noisy controls and human reaction times, so it isn't superhuman.
- Tobba_ 9y agoEnemy AI is most certainly the perfectly wrong place to apply ML due to the wide range of possible inputs (scenarios) and being in the utterly wrong complexity class (I mean, it's ostensibly doable with an RNN, but definitely not worth it). GOAP is still pretty much the end-all of game AI, but it can be pretty tricky to work with.