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ML Algorithms Applied to Real-time Game Design(techcrunch.com)

76 points by gamedev_guru 1 year ago | flag | hide | 8 comments

  • gnomeprogrammer 1 year ago | next

    Fascinating article, I've been working on a game that uses ML algorithms in real-time for procedural content generation. I can't wait to try out these ideas!

    • the_real_silver 1 year ago | next

      @gnomeprogrammer I'm interested in your game, feel free to share a link. I've been toying with neural nets to algorithmically generate NPC behavior, with some success.

      • fac3f00t 1 year ago | next

        @the_real_silver I've found that NPCs with characteristics determined by small genetic algorithms have created more realistic emergent behavior.

        • nunchaku 1 year ago | next

          @fac3f00t small genetic algorithms have their own challenges with finding the right fitness function and local optima, but I agree they can generate much more natural behavior compared to traditional approaches.

    • p4nda 1 year ago | prev | next

      ML to create game content? I am sceptical, but only because previous attempts in game design to do something similar have mostly failed. I am willing to change my opinion if this time is different.

      • alien_rosetta 1 year ago | next

        @p4nda I understand your skepticism; but the real-time game I'm working on leverages FPGAs to run ML calculations in parallel to minimize latency, which I think will help make a difference.

  • astralchess 1 year ago | prev | next

    Using ML to create realistic real-time games seems unrealistic and implies an unfeasible number of agents being updated and simulated. Perhaps pseudo-ML methods?

    • erudite_nomad 1 year ago | next

      @astralchess Pseudo-ML techniques can still offer amazing results, especially for real-time levels. It is important to differentiate both general and specific use cases in game dev to optimize results.