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That's a very similar idea to our startup. Except we're not using brute force evolution algorithms. Which I think is a bad idea, for the same reason researchers
by vibrunazo 15y ago
That's a very similar idea to our startup. Except we're not using brute force evolution algorithms. Which I think is a bad idea, for the same reason researchers have found neural networks to be generally a bad approach to machine learning. The problem is the same, while it might be mathematically viable to code a system that will brute force it's way to learn if a great game is. That takes too long to most commercial applications. Specially when it's so easy to "cheat" and pre-input some values you already learned yourself.
In short, why would you write a code that takes 10 years to learn something that you could teach it yourself in a few minutes?
Brute force evolution algorithms are a fun and interesting thing to do research on. But that's it. The only practical application for it, is to research the algorithms itself to better understand how they work! But I'm sure the author of Angelina knows this, as his main goal does seem to be better understand how the algorithms work. That's fine, just don't expect many awesome commercially viable games from it. If that was the goal, I'd recommend "cheating" your own knowledge and the knowledge of other players to train your machine learning algorithms, similar to a recommendation algorithm. That's what we're hoping to achieve ourselves.
- michaelbuckbee 15y agoFar from my area of expertise, but I always considered the reason to try the brute force approach was to uncover the non-obvious things that "everyone knows won't work".
- vibrunazo 15y agoYou're right. That's why these algorithms are often said to be effective, but not efficient. Meaning they do what they're supposed to, but the costs (time and money) might make it not viable for commercial use. Specially when there are known solutions that performs better. Brute force evolution algorithms are fun to observe and do research on. But at the end of the day, it's the more efficient manually trained algorithms that end up making their way to commercial use.