ECHO, the 3rd person action\puzzle game was a fun concept to script in your machine dopplegangers to learn on you (and repeat after you one of the set actions you can do) and reset every cycle.
I don’t think it would work by itself without such limiting.
I always got the impression it wasn’t a learning AI but rather a very limited “Has the player pressed the run button? if YES: AI can use run next cycle”
Yes it is, it’s 100% scripted. And yes, in the environment where you can do like 10 different actions, they start to do their routine adding ones that you used in that cycle before they get reset. In a sense, they act no more natural than monsters from a tabletop game.
But these do make me think that if we talk gamedesign with a LLM as an actor, it should too have a very tight set of options around it to effectively learn. The ideal situation is something simplistic, like Google’s dino jumper where the target is getting as far as it can by recognising a barrier and jumping at the right time.
But when things get not that trivial, like when in CS 1.6 we have a choice to plant a bomb or kill all CTs, it needs a lot of learning to decide what of these two options is statistically right at any moment. And it needs to do this while having a choice of guns, a neverending branching tree of routes to take, tactics to use, and how to coexist with it’s teammates. And with growing complexity it’s hard to make sure that it’s guided right.
Imagine you have thousands of parameters from it playing one year straight to lose and to win. And you need to add weight to parameters that do affect it’s chance to win while it keeps learning. It’s more of a task than writing a believable bot, that is already dificult.
And the way ECHO fakes it… makes it less of a headache. Because if you limit possible options to the point close to Google’s dino, you can establish a firm grasp on teaching the LLM how to behave in a bunch of pre-defined situations.
And if you won’t, it’s probably easier to ‘fake it’ like ECHO or F.E.A.R. does giving a player an impression of AI when it’s just a complicated scri orchestrating the spectacle.
Finished Metro: Last Light last week. Have to say I didn’t really like it. Spoiler warnings below. The good bits were good, to be sure: the populated stations of Bolshoi and Venice were phenomenal and there were parts that harked back to the highlights of the first game - the early parts with Pavel for instance and some nice levels in the tunnels. Playing on Survival Hardcore there were passages that were phenomenally immersive and enjoyable, and I do love the world building around the communities in the metro.
The story just didn’t land with me. The political war left me completely uninterested and the love story with Anna was so half-baked I almost wanted to stop playing right there when the sex scene happened. I also didn’t really like the overly supernatural stuff like the River of Fate. It was also kind of hard for me to follow the logic of the narrative at times as it felt like Artyom was just kind of drifting around and happened to end up where he needed to be regardless. He also should have died like a dozen times, but I guess he’s a superhero.
The moral system left me frustrated more than anything now that I knew about its existence (I played 2033 completely blind). Finally, the boss fights felt terrible and really out of place in a game that should be about tension, loneliness and stealth. Artyom was too much of an action hero here for my taste. There wasn’t really anything like the great Library level in 2033. When he picked up a gatling gun at the end like a russian Rambo and fought off a horde of enemies I was rolling my eyes.
Still, I’m glad to have gotten through it finally - this was my second attempt - and I am interested to see what they did in Exodus as I’ve heard nothing but good things.
For now I’m taking a breather and tackling Bioshock 2, another backlog game to get through before being able to play Infinite, which is the game I’m really looking forward too.
I thought I was done with the latest Diablo 4 season last week, but then I put in a bunch more hours this weekend. While the season and the expansion is generally fun, it feels like the devs took two steps forward and one step back. Progression seems a lot more tedious, compared to before. In earlier seasons, you could basically unlock the highest difficulty really fast and progress pretty quickly to the endgame content. Now, with everything a lot harder and a bunch more difficulty options, you take twice or three times as long, to get to the same point as before. If I didn’t play the Spiritborn, who is completely busted this season, it might’ve taken even longer. I still gotta try the raid, which you can only do coop, although I rarely play with someone else.
Then I started HROT, but have only finished the first level, so I can’t talk about it too much. It seems like it’s basically just Quake with a different skin, I guess? I love the look, and it plays pretty smoothly, so I look forward to playing more of it.
Yeah this might be the direction I go, I have Titanfall 2 on Steam and played a little on the Deck and enjoyed the movement. Any suggestions as a N00B and any things to avoid?
Definitely toned down from Titanfall, but if you liked that game you’ll probably like Apex too!
I would say stress about the character selection too much, you’ll find characters that you enjoy more over time but abilities don’t overshadow good gunplay in the game.
A few small tips:
heal your shields before your health (most of the time). Shield items are slightly faster to use than their HP equivalents but provide the same amount of healing (e.g. shield cell = 25shields ~2 seconds to use, health pack = 25hp ~3 seconds to use)
when you kill an enemy and they drop their death box, you can loot their shield from the box to instantly recharge some or all of your shields. It can be really helpful even in the middle of a fight or if you know another squad is coming to third-party you
don’t get too caught up looting, you’ll get good stuff a lot more quickly by taking out other teams who have already looted for you
always be aware of where your squad mates are and make sure you’re close enough that you can get over and help them if need be
Best way to learn ofc is to just jump in and play some matches. Have fun!
Oh that’s really interesting; I hadn’t considered racing games as a genre to benefit from this type of machine learning. I guess I figured there’s not so much to AI there that it’s necessary, at least when we already know the “ideal lap line” for cars to follow, but yeah it gets a lot harder when considering other drivers on the track and a huge array of unique car models with their own handling and performance characteristics.
I played Forza Horizon 4 and the Drivatars are pretty convincing. They make exactly the kind of mistakes on the track that I make and they can be challenging but beatable in a way that’s much more fun than any other racing game I had played before.
I second Deep Rock. I’ve recently got back into Destiny 2, which could be an option too. But it’s also a lot more than a simple fps. Plus it’s infuriating and addictive.
I used to be a big Destiny 2 player, but my friends (UK) and I (US) could never line up timezones for raids etc. so I used to just solo patrols and got bored with the rarity grind. I did hear the last expansion was excellent but also fuck Bungie for greedy practices. I was excited for Marathon, but that’s dropped a little.
Yup PVE only. It can be as chill or as hectic as you want depending on the difficulty you choose. Lots of upgrades, 4 unique classes, plenty of mission types, good solo or team gameplay.
You should declare that then, when practically the whole map is in grayscale. Some of us have piss poor vision, I’m at 20/500 vision myself, and my pupils are starting to solidify. Plus my glasses are tinted.
That’s because there aren’t a lot of electrified lines and America is pretty big. So in order to get all of America in the picture I had to zoom out but by doing that little details obviously get lost. Here is the link. This one should already be set to show electrification. With this you can zoom and look wherever you want
I think the original poster posted this intentionally as sarcasm because there is so little color in the image. If you look at the original image and look at the USA North east near new york, you’ll see a few meager lines that are various colors (as well as a few slivers in south and central america, and what looks like a dot in los Angeles). This is showcasing just how little electrified rail exists in the americas.
It may not seem like it, but it is actually in color. I’m on mobile and am able to see it. If you’re not able to, it may be an issue with your app or method of viewing the post.
That is correct, it isn’t the default view, it’s the electrification view, which OP inferred they were using (the title says electrification map). If you open the link, the orange is worldwide general rail infrastructure.
If you click the top right options button (the 3 line “hamburger” icon at the far top right, separate from the map layers), you’ll see an option for electrification. This is the map they shared.
The grayscale option actually only grayscales the territory, not the infrastructure. I hope this helps clarify the situation.
I currently doing a playthrough funnily enough, didn’t realize it was so close to an anniversary.
I’ve been spending more time exploring and doing side activities this time around, just driving around and taking photos. It ended up being quite a surprising experience. I was surprised with how easy the game is, how fast the story moves or how empty some parts of the world are (makes sense considering when it released). Taking the world in a more touristy way was an interesting change compared to how I experienced those games before. It’s also a way of playing I’ve been trying to move towards more and more recently (doing the same with Cyberpunk as well).
I still think it’s a great game but IV and, to lesser extent, Vice City are probably my favorites as far as mainline games are concerned. IV especially as it had a nice grounded approach to gameplay with weighty movement, interactions and driving, as well as the story - it sucks most people hated this as GTAV ended up being a rather mid experience for me.
The challenge is that AI for a video game (even one fixed game) is very problem specific and there’s no generalized approach/kit for developing AI for games. So while there’s research showing AI can play games, it’s involved lots of iteration and AI expertise. Thats obviously a large barrier for any video game and that doesn’t even touch the compute requirements.
There’s also the problem of making AI players fun. Too easy and they’re boring, too hard and they’re frustrating. Expert level AI can perform at expert level, which wouldn’t be fun for the average player. Striking the right difficulty balance isn’t easy or obvious.
I wouldn’t mind an AI using unorthodox strategies, but yeah that’s a good point that fine tuning it to be fun is a big challenge. Speaking of “non-player-like behavior”, I wonder if AI could be used to find multiplayer exploits sooner, though the problem there is you don’t really have much training data besides QA and playtesters before a full release.
Historically, AI has found and used exploits. Before OpenAI was known for chatgpt, they did a lot of work in reinforcement learning (often deployed in game-like scenarios). One of the more mainstream training strategies (pioneered at OpenAI) played sonic and would exploit bugs in the game, for example.
The compute used for these strategies are pretty high though. Even crafting a diamond in Minecraft can require playing for hundreds of millions of steps, and even then, AI might not constantly reach their goal. Theres still interesting work in the space, but sadly LLMs have sucked up a lot of the R&D resources.
The Rain World Animation Process.
While the title suggests only animation, the AI is tied directly into the animations so you gat a 2 for 1 deal in this video.
bin.pol.social
Aktywne