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IADaveMark

Member Since 02 Jan 2002
Offline Last Active Yesterday, 07:20 AM

Posts I've Made

In Topic: AI Simulation

04 April 2015 - 09:02 AM

How about doing one of those things at a time instead of trying to combine them all into one master project?


In Topic: Design a game that is good for a neural network

04 April 2015 - 09:00 AM

I agree with everyone else that you are:

 

  1. Doing it backwards by choosing a game to match the algo
  2. Putting the word "good" in the wrong place... i.e. "a game that is good for a neural network". In theory, you could have a very, very simple game that NN could solve. However, it would likely be a pathetic game. It is very likely you will achieve the different goal of designing "a good game that a neural network can solve."

If you are just trying to learn how to do a NN, don't design a game. Use something standard.

 

When you are done, put NNs behind you and concentrate on doing AI with other algos that have far more application in game AI.


In Topic: my flocking demo

18 March 2015 - 10:26 AM

A pathfinding solution would know there is another door. A purely steering based solution (which this is) has no knowledge of environment that it can't immediately throw a raycast off of.


In Topic: How to make bot playing game with neural net

13 March 2015 - 11:44 PM

Or just use a freaking influence map and be done with it.


In Topic: Are there any books with open source code of famous games?

12 March 2015 - 12:32 PM

Wikipedia has a compiled list of commerical games that have released their source code. 

EDIT
http://en.m.wikipedia.org/wiki/List_of_commercial_video_games_with_available_source_code

 

Odd that Civ IV isn't on that list. I swear I was futzing around with that a few years back.


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