Quote:Original post by InnocuousFox
* A corresponding lack of understanding in why how they work sucks for most problems
You could say every search or learning algorithm "sucks" at the majority of problems and but can excel at a specific class of problems. Obligatory No Free Lunch reference:
http://www.no-free-lunch.org/
The number of problems any given search or learning solution is good at solving is minuscule compared to the number of problems that exist.
Quote:Original post by InnocuousFoxVery little of which helps with game AI. Especially at the level at which most of the questioners and readers here are developing AI.
^ Agree very much with this. The majority of mainstream game AI has pretty simple goals like "go here", "hide", "shoot that guy". As Sneftel said, genetic learning algorithms are aimed at solving problems that are extremely hard or perhaps even impossible to solve by a hand-coded solution. An example is ANNs applied to sub-atomic particle physics:
- T. Aaltonen et al., “Measurement of the top quark mass with dilepton events selected using neuroevolution at CDF,” Physical Review Letters, vol. 102, no. 15, 2009.
In that perspective, using ANN/Genetic learning to "get the food" is like swatting a fly with a nuclear bomb.
That said, as games get more complex we are already seeing ANN applied to mainstream games. The ANN drivers in Forza are a perfect example of where ANNs are applied to a tough problem. I've never tried, but I assume its extremely hard to hand-code a non-cheating NPC driver that navigates a track, while avoiding dozens of other cars/hazards, while adhering to a near-real-world physics model.
Also, the new hot research in learning for games is not in typical NPC decision making, but in procedural content generation. That is, learning what types of content users prefer and then intelligently generating procedural items, maps, weapons, plots, or whatever, based on their preferences.