SurfingNerd

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About SurfingNerd

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  1. Secure Webservice Communication

    thanks for confirmtion that is not possible to secure it that way. Yeah i am doing a round based game, and i think the package size overhead will not make any troubles, since i will have only ~ 2 packages to transmit in a second. but i will keep an eye on packet sizes and try to minimizing them with using different protocols, since the game is developed for mobile plattfroms using MonoGame.
  2. Hello,  i am Using C# and WCF to develop the communication between Clients and Servers. I know that i can apply cryptography to the communication channel, but is there a way to secure it so noone can access it, only the game clients ?   For my current understanding thats not possible, because even if i use some password authentication method, those can easily be hacked. (reverse engeneering assembly and so on) I want to ensure that no Bot-players are destroying the game experience of  the normal gamers.
  3. Prediction with Neural Networks

    thank you very much for your answers!! Didnt expect such a great participation :)   i will dig now deeper into monte carlo tree search,  seems to be a good algorithm.   maybe i will still try out the ANN prediction method for study reasons.
  4. Prediction with Neural Networks

    thx for the answers   @wintertime:   the reasons why i want a "learning ai" instead of a "rulebased AI" you mentioned: of course, i am thinking very often about switching back to rulebased...   - i want to use AI for Balancing: AI has to find out tactics, i dontnt mention as game designer.  - i study ANN at university, so this is a good object for my studies - i tried allready a rulebased ai, and came to the conclusio that its good, as long as the scenrious are simple. - rulebased AI means, that with every new skill and status effect, you have to redo all your rules, instead of just train the AI to adapt to the new rules.   The reasons, why this "stupid moves" are allowed, is that there are situations, where they aren't stupid. - if you heal a enemy affected by Zombie, you deal damange - you can nullify "confuse" effect by attacking an ally.
  5. Hello, i am Neural Network apprentice, i am learning that on university. Currently i am developing a round based RPG, and got stuck in decision making as you can read in my previous post due performance issues.   So i would love to give a solution with ANN a try...   Example Situation   Lets assume a simple Situation 1 vs 1: 1 Healer (AI) vs 1 Tank (enemy)   on your turn, the Healer can attack, or he can heal. that turns out into 4 possible actions you can do: a) Attack yourself (=healer) b) Attack the Tank c) Heal yourself d) Heal the Tank   So decisions b) and c) are good ones,  and a) and d) are stupid ones.   Scoring   i have written a scoring algorithm that determines on how good your actual state on the battlefield is, depending on current health and so on. bad situation < 0 < good situation. I am interested in a near future situation: "How does my decision now affect the resulst within x (= 5?)  turns ?" I can do a calculation over a decision tree and calculate a score for each path in the decision tree. this works, and i get good results. The only problem is, that i would need a Earthsimulator2 machine in order to get the Scores within an acceptable time....   The Network So heres the idea of the neural networks come into play: If i could feed a neural network with the data of the current situation (current health, skills, affected states like poisoned, stunned aso.) and the planned action as input value,  and i want to get a forecast of the input after x (= 5?) rounds  as output,   The Training I train the network with example situations. I calculate the outgoings of an action within x rounds, and take the average of them. i use this average value for training the network for the same input like in my calculation.   Execution In execution phase, i know the 4 possible actions, and ask the network 4 times to give a prediction,  then i choose the action that has the best value.   Type of Networks I am really new to ANN, and currently have no idea, what kind of network suits best to solve that problem.     What do you think ? i this goal possible to achive, or is this completly nonsense ?   thanks for reading, Tom
  6. Stuck on learning machines :/

    thank you,  i dit not fully understand your explaination, but heres a simular plan i have so far:   its about to "remember" a calculated tactic , instead to make a fully future prediction, from a  stored DB.   So i have at first to classifiy "the situation", because every situation is really unique.     I have to cluster over "simulary" situations. i even thought about to let the clustering neural networks do, because they seem very good at clustering. But at first i have to complete my studies on university for that, its REALLY hard stuff...   i think i have at first to cluster every x vs y situation, and then build subclastes of that:   1 vs 1 1 vs 2 1 vs 3 2 vs 1 ...   Subcluster example for the example 1 vs 1: damaged healer vs Full Life Tank that is affected by poison.     maybe i get benefits when i cluster the "chars-in-battle situation" at first: so "damaged Healer" is a cluster as well the "Full Life Tank affected by poison".   The good thing: its designed as Client/server  game, so i can store to big tactic DB near to the server. Client only would be problem, when the games needs to deliver a 10GB Tactic DB   EDIT i have done some calculations on this idea, and i think now, that the memory is fairly too much. there are too many possibilities: i calculated that i would need ~ 5000 clusters of a chartype, that would lead in a 5vs5 scenario into ~ 6.49E+36 possible combinations of those. i have got an idea to solve this with neural networks, check this out
  7. Hello,  i am working on a roundbased medieval RPG.   I tried to achieve an AI, where i dont need to implement how to use each skill, for 2 reasons: - i want to use the AI to verify that the implementation of a new character/skill is still balanced. (i do this with statistical analysis of the results of AI games) - hardcoding that is pretty hard in decision finding: f.e. : You got a healer that can attack. You have a near to death enemy, and a near to death ally. What you gonna do ? heal your ally, or kill the enemy ??   The AI KI i wrote is some kind of "Future prediction AI", like the common implementations of chess. The AI works really fine, it has just 1 Problem: highly CPU consumption.   Letz assume a 5 vs 5 Battle. In this case, i have to go 10 action into the future to have the outgoing of 1 round predicted. In Chess, you will have with 10 actions 5 rounds predicted.   And thats the problem: i need at least ~ 5 rounds to successfully forecast the effect of "over time effects" like poison, heal over time, or simple the disadvantage of a blind effect within 5 rounds.   Currently it seems impossible to predict the outgoing of just 1 round in a 5vs5 situation: too many possibilitis in the decision tree. RAM consumption is also a hard limit.   i began to study neural networks at university to solve that problem,  but i am still far away from a solution,  and i read that with ANN even such a simple game like chess (Full Observable, continous, not many possibilities) are really really hard to do with ANN.   So maybe you can tell me another ideas how to solve that problem.