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Would be fun to create a central hosted but distributed ai. So generations are shared amongst sessions between multiple players simultaneously. That way you can
by holoduke 7y ago
Would be fun to create a central hosted but distributed ai. So generations are shared amongst sessions between multiple players simultaneously. That way you can really see envolvement.
Also add more parameters. Like shooting rate. Shooting speed etc
- Razengan 7y agoI often think about the applications of distributed generational AI in realistic multiplayer FPS games. You could then take the evolved AI and shove it into real world Terminators. :)
- rapind 7y agoDepending on the game I could imagine that strategies to beat noobs wouldn't work well against pros, and strategies to beat pros would unnecessarily lengthen games against noobs. I suppose the AI could pretty quickly determine the skill level of the opponent though and adapt.
- anon777778 7y agoI think that this would be not enjoyable. In multiplayer FPS, it would be enough to reach high hitrate. For example, players' hitrates are rarely higher than 10% (only in special cases). And it is hard for human to do better, because all players are constantly moving and players do not have such level of agility. However, I believe that AI could do much better. And AI reaching something like 80% hitrate would cause players to think that they are facing a cheater. In single player environment things are even more complicated. Usually AI has massive advantage there (multiple controlled entities) and to be fun it has to be a bit dumb. Of course it cannot just stand in the middle but rather try to trick player into thinking that it is aware of an enemy nearby. Looking clever but stupid inside.
- unkulunkulu 7y agoYes, the trick could be choosing the target to optimize. I once had an online chess adversary that seemed strong but who appeared to be losing to me in complications, I even briefly considered an idea he was doing it on purpose to gift some entertainment and fun to his opponents. An AI targeted to do something creative and challenging and at the same time not trying to abuse its obvious advantages could be fun to play against.
- RugnirViking 7y agoYou've hit upon the fundamental difficulty in game ai design. It's trivial to make an AI execute strategies perfectly (in most games). The trick (and the significant difficulty) lies in making it not perfect, but in a way that is humanlike, or at least makes sense. If a solution to make AIs function at human levels, for example a built-in delay between seeing a player and say, shooting at them, becomes noticable, it cheapens the experience for the player significantly.