@Zerglingman@lonelyowl Well Diablo would be one, especially Diablo 2 where some content is locked behind multiplayer restrictions. RTS’, strategy. I could probably think of more if I had to.
@lonelyowl@Zerglingman Not necessarily. All you’d really need to do is change state and action values to fit the game. You may also need to change some minor operating factors so it can actually do stuff.
But again this is more of a dream and I haven’t even gotten started yet so I don’t know how feasible it is.
@Zerglingman@lonelyowl One other bonus I completely forgot to mention is the boost this would give to bots in games where the PvP is far superior to PvE (shooters and Diablo-style in particular). But this of course assumes people don’t demand single player and on top of that don’t demand single player bots.
@Zerglingman@lonelyowl Indeed. There would need to be tweaking. The hope is it would ultimately be minor.
I also feel the need to say I hate the death of private servers right as these fucking “always online” bullshit shovelware crap started to come onto the scene. There were some games that are basically lost to me now because of it, and many more I will never be able to even decide if I like them or not because I refuse to pay for this model.
Let me put it this way: imagine your favorite MMO. Now imagine dropping a template into a private server instead of having to waste potentially thousands of hours making a bot specific to that game that you’re unlikely to ever reuse. Now imagine this for every open world game.
Would slash the need for “realism” (which for some games is mandatory :vomit: ) in private servers. This would in turn encourage more of them.
Obviously people should demand more single player games. In the meantime, and for nostalgia’s sake, we could potentially have drop-and-train bots.
@Zerglingman@lonelyowl Now that I think about it the PvP portion would be pretty hard too, depending on the game. Then add on top making it realistic.
This way could potentially solve the “bots in open world” games problem and you could actually feel like you have a living world. Hell someone some day might even implement chat AI and then you never have to play with another nigger ever again.
@Zerglingman@lonelyowl Mostly the less effort part, but all the moving parts confuse me. As you can see I barely made it through “use a ML library”. Let alone figuring out how to execute proper bots in games.
I’m hoping my laziness will ultimately translate into a bot that can be used across multiple games.
@lonelyowl@Zerglingman So I think I’ve settled into a comfortable paradigm in my head, and learned everything I can from reading though I did confuse myself again trying to read into it. I love when that happens and now it’s time to focus on trial and error. I think once I’ve got movement down the rest should come naturally especially because the code-base I’ll have to work with will be rather minimal in the end. At least that’s my expectations going into it.
On a bit of a side note, I was looking into using python code in other languages because I may need it, and figured I’d find a native language version for a different coding language. I look into it and find it uses Python wrappers. :angryglitch:
@lonelyowl@Zerglingman In particular I am trying to come up with a bot that you can PvP with ultimately, which would be really rad.
I think I am simply putting too much thought into it, a problem I have had with ML since I first learned of it. Having had it explained to me in a way that I can better understand has opened my eyes to my critical error in the first place. This is not something I have to baby.
@Zerglingman@lonelyowl I think I am finally understanding now. Years of linear programming have created sort of a “goal rot” in my brain I think, where everything needs to come to X conclusion. Whereas ML (Q in particular) doesn’t need me to think like this. Simply all that’s really needed from me is to give it goals and actions and let it do it’s thing. I don’t really need to think about how to get there or how it will get there.
Though in a game where revival is slow even if the bot is instantly (in game code at least) respawned, it will take quite some time to get there.
@lonelyowl@Zerglingman Can you set multiple rewards that have equal weight? Like for example gaining experience points and making it through a level the fastest way possible? I should probably just read more on the subject, but the way you put it helped everything click in my head just now. Perhaps you’ll be more insightful than an article on the subject.
@Zerglingman@lonelyowl I think I am starting to understand. My ultimate goal is to create “human approximating” bots and I think this is where I am getting caught up. I am trying to do too much at once at the moment.
I was thinking of working on movement first and not mindlessly walking into walls and working from there?
The biggest issue I am running into in my head is what to make as objectives. Waypoints I guess. Then do I save this training data or would that muddy the waters when I inevitably work it towards more complex goals.
Ack. I should probably stop theorizing. Too tired and I haven’t even started yet.
I like to joke mostly. Sometimes I am serious. That is all.Want to follow? Please read carefully: No statuses within a few days? Blocked. Bot? Blocked.I've also got this thing called verbal diarrhea. It comes from my never-ending autism. Please be advised that if you follow me you'll need to deal with turbo-autism on a fairly regular basis.One last thing: I only follow those who post things I appreciate on the regular. Unless I am hurting for stuff on my feed. Nothing personal, but I get information overload at times and not following every rando helps keep that at bay to a degree.