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That's because there's "AI" and there's "Game AI"
"AI" can be a computer that can beat a human chess master... like Deep Blue. But a video game can only be so big and use up only so much of your computer possessor before it bogs down your computer to the point the game can't be played... the two are as different as night and day.
https://youtu.be/wh9kpe1Dn8s
It's like trying to compare your cell phone calculator with the computers at NASA...
AlphaZero is a grandmaster level chess player and has beaten grandmaster level players.
ChatGPT did pass a turing test, which just means it appeared to talk like a human in a conversation and fooled the person running the test.
I'm not aware of any other games that used neural network based AI but I would love to see new games utilize this type of AI.
AI can do more than just play against you or talk to you. Neural network based AI could be used for procedural generation in games. For instance a open world RPG which instead of using seeds it uses an AI like this which generates the terrain, and cities, and NPC's, and quests, and does it all on the fly. So there could be no end to the world. You keep moving in one direction and it generates chunk after chunk like Minecraft. An endless RPG the only limitation is the space available on your computer.
Ok. I was under the impression that it's possible to play a game that relies on a server elsewhere to provide the necessary horsepower to function? Is that incorrect?
No respect for unit caps, or maintenance costs, or sometimes even tech research.
And a lot of the times good players will be aware of this, but dedicated fanboys of that game will wear rose-tinted glasses and will think you're a whiner if you complain about it. Then they think they're better than you because they "can handle the AI" when that's not the issue. What you want an even playing field with a good AI that plays the game strategically instead of trying to steamroll you with numbers it pulls out of its butt.
I went through this with Shogun 2. The AI has no concept of koku. As a result burning the AI players farms does literally nothing. They don't pay maintenance costs and can field doomstacks of units on land, with doomstacks of naval units at sea, and still spam monks and ninjas who will perform actions every turn (which cost koku) and - the worst part - they build full-size castles in every province and never bother to upgrade the farms. Castles cost food. If players did this their population would starve to death.
It's so absolutely lopsided that it's obvious the AI is a cheating bastard to anyone with even minimal skill at 4X games. But don't tell that to the fanboys. "You must suck at video games. I can destroy the AI on impossible difficulty! huhuhuhuhuhu"
Hardware, software and training limits.
Having a 'proper' AI needs a bit of power and space to operate. Like for the image generation AI some people can run it using local hardware and it takes a while in comparison to the more powerful and special computers they have in a central location.
Software development to make best use of hardware is also the issue; and licencing is an issue for costs. The good stuff will be expensive
And finally the training; the model needs to understand the game, and its contents. Would be interesting to see a full game AI, but even just a dialogue generator AI it still needs to understand what is going on around it for topics, tone ect.
2. Because machine learning AIs would kick your ass, every time, and you would hate them. The last time anybody beat the world's best AI at chess was 18 years ago.
3. Because enemies are obstacles and not opponents. The most sophisticated video game AIs of all time happened in a PS2 game. And people hated it. It's not like we don't have the ability to improve them beyond that level--it's just a colossally bad idea.
There are smaller AI you can run on an older rig even that aren't smart as gpt4 or 3.5, but are getting smarter and less performance heavy really fast. Seems likely that games will be able to run the AI locally to produce dynamic conversations with pretty good results before long, though youll likely need a beefy CPU to be running this while also doing everything else
Yes, this is precisely what I am referring to.
I find it difficult to believe that developers cannot see that there is a huge untapped market, a lot of profit to be made, if they altered game design a little.
Al that money poured into graphics and advertising. Why not more into decent AI?
The secret to that is in your MODELS folder. Those cpkt files are generate on large neural networks, and do the heavy lifting for you. You'll see the the weights from these files loading in your CMD window when you first run the program.
So no, not really.
Thank you for the response. Usually, when I ask questions like this, I get a bunch of arrogant p ric ks jumping in yelling "that's impossible!"
Now, they're arrogant because they're experienced and knowledgeable. However, I always say, "Just because YOU don't know how to to it , that does not mean it cannot be done."
Then, pretty much, I get a forum ban, because mods are all sh itbags who protect a clique rather than objectively enforce a TOS.
Yes, you list something that infuriates me in almost every game: enemies having information that it would be literally impossible for them to have, such as seeing through walls or knowing the contents of my inventory. That crap infuriates me.
Unfortunately the only alternative is to play against humans, and in my opinion 99 percent of people are a ss holes.
I think we have different ideas of "better" here. Better to me would be enemies that behave plausibly and realistically.
In a real war, there is a good chance that an enemy that is clearly losing will retreat. Most games have literally suicidal AI that keeps coming regardless. That's just one example of what I mean.
Well, recently Warhammer BattleSector. It eventually became clear that the AI can't think, it just relies on literally unlimited reinforcements. I would have never purchased the game if I knew the devs had been that dishonest / lazy.