The only issue with current systems is that the “AI” is tweaked to the specific game mechanics. You can easily enough build multiple algorithms for varying play styles and then have it adapt to counter the play style of the player. The problems is that the current way that many games are monetized is through expansions, gameplay tweaks, etc., as well as those being necessary when a game mechanic turns out to be really poorly implemented or just unpopular and the mechanics change. If the “AI” isn’t modified at the same time to rake advantage of the changes, then it becomes easy to beat. The other issue is that eventually a human can learn all of the play style algorithms and learn to counter them and then it becomes boring.
Unfortunately, generative “AI” is not a true learning model and thus not truly intelligent in any sense of the word. It requires that it is only “taught” with good information. So if it gets any data that includes even slight mistakes, it can end up making lots of those mistakes repeatedly. And if those mistakes aren’t corrected by a human, it doesn’t understand which things were mistakes and how they contributed to winning or losing. It can’t learn that they were mistakes or to not do them. It doesn’t truly understand how to decide something is wrong on its own, only that things are related and how often it should use those relationships over others. Which means manual training is required, which due to the sheer volume of information required to train a generative “AI”, is not possible in a complex game where the player has thousand of possible moves that each branch to thousands of possible combinations of moves, etc.
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.
I’m playing the PC version of SMCP, and the only difference I can notice, maybe due to the better hardware, is that the game seems to be a bit faster on PC than on PS2. And have yet to test any of the other collections Sega made for/with the Sonic games.
Dunno how much you played of the franchise, but if you got stuck early on (e.g. the dreaded Marble Zone in the punishing first game), maybe you could abuse save states? The franchise got several emulated releases, and I imagine it’s not uncommon for them to allow such a function natively. And at least to me, Sonic 2 plays much better and I remember kid me finding Sonic 3 even sharper.
Iirc there are also cheat codes. I definitely remember reading about them in a magazine back then and having the best time flying around this zone as super sonic.
I remember planting so, so many rings in a single place with debug mode enabled in Sonic 2 just so I could play through each stage as Super Sonic without effort- aside from the super slippery controls.
That’s kind of the point: if you zoom in on the East coast you can see some color. This just really effectively shows how little of the rail network is actually electrified.
I mean, I played all of them as they released, at least from 3 onward. I picked up GTA2 for PS1 from a discount bin way before 3 was even announced which is what had me so hyped for 3 in the first place. Though for 3 I waited until it was on PC as I didn’t have a PS2 then; but by VC I had a PS2 and had SA on pre-order (I still have the bandana bonus from it somewhere).
My recollection of when things happened is fuzzy AF though lol
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