JoeJ said:
If the placement forms a 'symbol of power', the player is rewarded with gaining power. The larger the symbol is, the larger the reward. Could this be an interesting mechanic, enabled by new technology of ML? Maybe, but there surely are much better examples we have not discovered yet.
That's something that would be a poor fit for machine learning. There isn't much to reinforce or a way to get better, it is a binary state, either they made the shape or they didn't. During training a character could perform millions of pickup and placements and never create a single ‘symbol of power’.
Even if the system managed to generate one, the weights on an ANN machine don't have anything a game designer can tweak. They cannot turn a knob that says “do it bigger on higher difficulty”, or “do it more/less frequently”. The training phase runs for potentially many hours, and ultimately either stumbles up something good or doesn't, with nothing useful a human can do to change it.
Recognizing the shape would be a better fit for machine learning, and recognizer systems are commonplace in ML. You would need to classify a bunch of different shapes as being a proper ‘symbol of power’, and create a huge number of examples to learn from both demonstrating a ton of improper symbols and proper symbols, training until they are recognized. For that usage it is a simple matter of running the object positions through the ANN and getting a score back.
JoeJ said:
I doubt we can get this learning into the game on the client
A few games can and do implement ML algorithms on the client. They're just not typically used for game mechanics. As I mentioned in my earlier post, many games use them as gesture recognizers. With a little careful adjustment they can be generic to begin with, but then be designed to adapt to the person's personal gesture variations, becoming better able to recognize the person's unique motions.
But for game mechanics, where human designers need to fine tune values, humans adjust probabilities and frequencies and other weights, those tend to be a terrible fit for ML. Stick with state machines, behavior trees, and human adjustable math formulas.
The video you linked to even mentions the issues, albeit indirectly. “After millions of rounds of hide and seek, the finders begin to find a solution”, then “many million more rounds” and the seekers figure out they can use a ramp, and “many million rounds later” they learn to take away the ramp. The resulting ANNs are not easily adjusted values, but enormous arrays of training data that appears without rhyme or reason to a human game designer.