- Joined
- Aug 8, 2020
Imagine a game, let's say some kind of zombie horde shit for example, where something akin to Q-learning or a genetic algorithm is used to progressively find the optimal strategy to defeat the player. With the zombie example the zombies wouldn't necessarily increase in number or health or any metric like that. The zombies would just get progressively "smarter" and waves would be comprised of more and more of the kinds of zombies or combination thereof that particular player has the biggest problems with. It would slowly "learn" to spawn zombies in locations in which the player tends not to look or has a harder time dealing with in general. Overall: the AI will react to a given player's preferred playstyle starting with what tactics get zombies closer to the player and progressing to what ends up dealing more and more damage or expending more and more of his supplies.
An obvious drawback to this is that genetic algorithms in particular take a lot of iterations to get anywhere so the player might just get bored of beasting through dozens of waves of retarded ass zombies so some level of "hard coding" will be required to make the early game fun before any actual "learning" happens. Another is that, while this sort of scheme is basically designed to prevent the player from cheesing quirks in a hardcoded AI, an alternative cheese strategy opens up where the player could just do things a little different every wave or even acting dumb on purpose in an effort to intentionally make the AI dumber.
Note that a zombie game is just a sort of obvious use-case for this sort of thing, an RTS or even fighting games could benefit greatly from it if done competently. Also this is basically just mental masturbation as I have no experience or aspirations in game design.
Thoughts?
Edit: added poll for shits and gigs.
An obvious drawback to this is that genetic algorithms in particular take a lot of iterations to get anywhere so the player might just get bored of beasting through dozens of waves of retarded ass zombies so some level of "hard coding" will be required to make the early game fun before any actual "learning" happens. Another is that, while this sort of scheme is basically designed to prevent the player from cheesing quirks in a hardcoded AI, an alternative cheese strategy opens up where the player could just do things a little different every wave or even acting dumb on purpose in an effort to intentionally make the AI dumber.
Note that a zombie game is just a sort of obvious use-case for this sort of thing, an RTS or even fighting games could benefit greatly from it if done competently. Also this is basically just mental masturbation as I have no experience or aspirations in game design.
Thoughts?
Edit: added poll for shits and gigs.
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