Quote: Original post by willhQuote: Original post by InnocuousFoxQuote: Original post by willh
We disagree on the reason for ML. I use ML techniques to solve problems that I am unable to solve using my own facilities of reason.
Nifty, I admit, but not really relevant to game AI, however.
Dave, if you're not going to contribute something constructive then please refrain from commenting. Thank you.
Pointing out that something is either not relevant or not applicable to the problem at hand is certainly constructive. Given that this forum is a game AI forum, and that you were offering examples of AI that have very few analogs in the game AI realm, I was pointing out that those examples were not, in your word, "constructive." Actually, given the diminished relevancy of those particular examples, I could have said something snide to you along the lines of "if you're not going to contribute something constructive." However, as I just said, separating the proverbial wheat from the chaff, is, indeed, constructive. Between the two of us, we did as much.
Quote: Original post by willhQuote: Original post by InnocuousFoxQuote: Modeling player behavior in MMORPGs so they can 'persist' even when offline
But you can do much of this simply by tweaking knobs in reinforcement learning a la the Creature in Black & White. If you keep it out of the black box, you can also allow the player to do this by hand or by selecting preset combinations of data.
Perhaps, but what I've seen so far is something that is a poor and unbelievable approximation at best. I don't see how one would call that 'problem solved' by any measure. The last time I played an MMORPG I did not have the option of 'persisting' in a realistic way. EDIT: And my boxer in Fight Night for the PS3 does NOT play anything like me when the computer controls it, despite the few controls I have to tweak.
I agree... no one has done it well, if at all. However, that is mostly a design decision in that players have expressed being somewhat creeped out by the notion of their avatars continuing on without them. To them, that isn't "playing" the game... it is training a bot. Also, no matter how well the bot mimic's play, the players will not perceive it that way. If something negative happens to that avatar, they will come in with the belief that it wouldn't have happened if they had been around to run the show. This is more psychology than technology. Unfortunately, no matter how good our technology game development is ultimately driven by player psychology. More industrial and academic AI problems often do not face this barrier.
This really reinforces the point that, in the larger sense, game AI is not about solving a problem as it is entertaining the player. Soren Johnson (Lead Designer and AI programmer on Civ 4) covered this issue well in his GDC 2008 talk, "">Playing to Lose: AI and Civilization". You can view a version of it he gave at a Google Tech Talk at the above link.
Quote: Original post by willhQuote: Original post by InnocuousFoxI don't understand the reasoning behind your argument.Quote: Original post by willhWalMarts problem of knowing when and how to move stock between stores isn't that much different than managing units in an RTS.
This actually speaks to my point earlier. the WalMart problem is an NP-Hard optimization problem that has a "right answer". RTS games played against humans don't really have a "right answer".
Are you suggesting that the real world, with its weather, traffic, currency exchange rates, variable fuel rates, and shifting regional/national purchasing trends is somehow more predictable/easier than an RTS? If you've got that solved then you're wasting your time on games and should be dealing with commodity trading. There might even be a nice job opening for you on Wall Street (or within WalMart!). ;)
I didn't suggest that I had it solved nor did I suggest that it is easier than an RTS. I'm saying that, at a certain level, the problems are inherently different. While you could say that they are both optimization problems, there is a "maximization point" that the WalMart problem can approach. If that's what you are trying to accomplish in the AI for an RTS, you are missing the point. Again, see my comments above and Soren's video.
Oh... and yes, I have done NP-Hard mathematical optimization algos -- including bin-packing, the vehicle routing problem, the knapsack problem, vertex cover, etc. Both in industry and in game development. Thanks for the vote of confidence, though.