Topic: News about AI
Tibor Topic Opener |
Posted at: 2016-10-17, 22:29
Hi
For some cool videos about this branch of AI look at: https://www.youtube.com/watch?v=pgaEE27nsQw and many many more.
Edited: 2016-10-17, 22:53
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DragonAtma |
Posted at: 2016-10-18, 02:10
I've looked at AI before; even for simple games, the AI is terrifyingly complicated. >_>
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Tibor Topic Opener |
Posted at: 2016-10-18, 18:38
I tried it, but it seemed as a chain of "fix here and it will backfire elsewhere" work, I was not able to estimate how long it would take. F.e. there are a lot of windows that expect 8 players, additional player colors must be added and probably other issues.... I circumvented the limitation the way that I run multiple games within one "round" and pick one AI that performed best and recompile and start new round (we can say generation of AI). But if you consider that some AI simulations (f.e. shown on videos on youtube) have 1000 individuals and a generation lifetime is 5 minutes - the widelands cannot compete with that... Top Quote |
toptopple |
Posted at: 2016-10-19, 04:34
What is the strategy of applying this type of genetic AI? As I understand this AI would tweak parameters of the player AI, which is a different thing. In what context would any results of the genetic generations be available to the game? Would it be a fix result for a package release or would the genetic be running on each user's installation with individual results? Then also of interest: how do you calculate / what are the criteria for Fitness in the generations? Edited: 2016-10-19, 05:03
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DragonAtma |
Posted at: 2016-10-19, 05:17
The idea is that the AI would slowly improve so it's not at the point where many people can win a 1vs7 against them.
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einstein13 |
Posted at: 2016-10-19, 11:17
I guess that there are some problems to solve:
There are many factors and probably there is no easy solution. For example we can provide part of widelands server to download "latest version" of AI and upload game results (if the player accept that!) but there should be a mechanism that will pick best factors. There is no easy solution for that (I can't see it now). But practising the AI will be much faster... einstein13 |
DragonAtma |
Posted at: 2016-10-19, 15:03
I'm sure the testing will be AIs only.
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GunChleoc |
Posted at: 2016-10-19, 16:35
I have created a branch that allows 16 players, with repeating player colors: https://code.launchpad.net/~widelands-dev/widelands/max_players The engine can handle up to 31 players, but there isn't enough UI space to set them all up as AIs. If you only start from command line, you could add more though. Busy indexing nil values Top Quote |
Tibor Topic Opener |
Posted at: 2016-10-19, 18:17
> *toptopple wrote:*
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Tibor Topic Opener |
Posted at: 2016-10-19, 18:41
> *DragonAtma wrote:*
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