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by happyslobro
3529 days ago
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Do you mean that the detective player's analysis would be, say, an input to the fitness functions of a genetic algorithm? That sounds super interesting. Would you care to elaborate on what form the analysis would take, in order to be both parsable by the system and writable by a player? I have an idea for a fairly simple possibly: The user just declares that certain features of the scene are interesting and relevant, maybe by "taking a sample", so that the algorithm can boost the weight of inputs that have a relationship to those features. But, I suspect that you have something much more interesting in mind... |
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I think that the most straightforward way to do this is to have the Archaeologist player indicate features of the combatants or the scenario that led to victory/defeat, like you said. The Adversary then uses those to guide its optimizer. For example, you might indicate something like "The Monster won because: Monster had high armor, Player had low jump height, this platform in the middle of the room". The system then knows to put those features together more often.
Hmm, now that I think about it, there's actually a metagame issue here: Players will tend to support each other by trashing the AI. It'd be more effective to set players against each other somehow. Or we need a better way to reward players.
So what we want to do is tie the monster's success to the player's success. A simple answer is "I want this": The player gets to choose something to take from the monster's ship and add to their own. The Adversary might be able to use that somehow, but there's a little bit of a mismatch there because the player's ship and style will be different than the monster's, and a feature might be selected to shore up something about the player's ship rather than to point out a useful bit of the monster.
Maybe have the investigator player redo the fight with tweaks. The player's job might be to change the monster until it loses a rematch. Could do this by having the player take over the past player's ship and fight "in simulation", or could just do it automatically. Player gets a better reward the less they have to change the enemy to win, which encourages efficient changes. The Adversary then changes the monster in the opposite direction and sends it back out.
Could split things up into teams and set players against each other on a grand scale? The player's job is to find battlefields where their team's monsters lost and then optimize the allied monsters. You never actually see another player - might do something asymmetric here, with a dimensional boundary or something that prevents players from interacting with other players except via salvaged guncam footage from allied monsters.