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Out of the question, where should an indie .IO game developer start to build their AI players in their game? For the record, I am a solo developer in progress
by 0xbkt 6y ago
Out of the question, where should an indie .IO game developer start to build their AI players in their game?
For the record, I am a solo developer in progress of developing a to-be-online browser game. I must make intelligent bots and keep players busy until the time it has a lot of online players.
I had a look at Reinforcement Learning but I am not sure people are really using for this use case.
- confuseshrink 6y agoI would start with David Silvers (DeepMind) youtube series to get an idea of what's possible or not. Running an already trained reinforcement learning agent is relatively cheap (unless your model is massive). I suspect the reason people aren't using it yet is because it's a) really difficult to get right in training, even basic convergence is not guaranteed without careful tuning b) really difficult to guarantee reasonable behavior outside of the scenarios you're able to reach in QA. edit: Link to lecture series https://www.youtube.com/watch?v=2pWv7GOvuf0&list=PLqYmG7hTraZDM-OYHWgPebj2MfCFzFObQ https://www.youtube.com/watch?v=2pWv7GOvuf0&list=PLqYmG7hTra...
- tpetry 6y agoThere‘s a really old Game AI book by O‘Reilly with a lot of clever simple solutions. You dont need the most complex, innovative and state of the art algorithms for games, most games have a really simple ai concept.
- haffi112 6y agoStart by making agents by using heurists and not AI. Once you have these in your game at least you can release it. If you are not happy with that performance then you can start to look at RL methods.
- rasz 6y agoGame AI has very little, if anything at all other than name, in common with Machine Learning AI. The answer is dont touch ML, start with FSM.