3 ms·
On average, over many plays, the random aspects of the scoring you are concerned about will average away and the useful traits will be reinforced. Just like evo
by mrtnmcc 8y ago
On average, over many plays, the random aspects of the scoring you are concerned about will average away and the useful traits will be reinforced. Just like evolution.
- NickBusey 8y agoOver many plays, sure, but how long should one person have to sit there to see results? As far as I can tell, there is no persistence between sessions. I'm saying making the game 'easier' for the player would decrease both the number of plays needed to get better evolutionary results and also decrease the time between each evolutionary cycle.
- tenken 8y agoWho said evolution was fast?! ... Or easy?! :D I've used GAs before in school. One example way to do even session-less evolution faster would be a distributed client/server model where the indivual survivors across all game instances who are lasting the longest are crossbred but that would take longer to code ....
- Kiro 8y agoThe problem is that "over many plays" would be like thousands at this tempo. I played up until generation 20 or something and it was still completely random who I decided to kill last.
- dwringer 8y agoI tried to kill the ones on the sides and/or that moved around more first, which did seem to lead after ~10 generations to lots of static/slow opponents coming down in an easily-dispatched cluster that could be easily mopped up at the end of each round. Conversely I'd imagine prioritizing the slow ones would lead to enemies that tend to move around a lot.