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by bullen
1626 days ago
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I think NNs are going to be a challenge as complexity grows. I'm trying to make mobs behave autonomously in my 3D action MMO. The memory (depth) I would need for that to succeed and the processing power to do it in real-time is making my head spin. Let's hope Raspberry 5 has some hardware to help with this. At this point I'm probably going to have some state machine AI (think mobs in Minecraft; basically check range / view then target and loop) but instead of deterministic or purely random I'm going to add some NN randomness to the behaviour so that it can be interesting without just adding quantity (more mobs). So the inputs would be the map topography and entities (mobs and players) and the output whether to engage or not, the backpropagation would be success rate I guess? Or am I thinking about this the wrong way? I wonder what adding a _how_ to the same network after the _what_ would look like, probably a direction as output instead of just an entity id? |
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https://www.oreilly.com/library/view/ai-for-game/0596005555/...
Neural nets and machine learning in general are good for problems whose solutions are hard to hand-code. If you can hand-craft a solution there's no real need for machine learning and it might simply take up resources you need more elsewhere.