![]() ![]() ![]() Likely it uses "only" one core to produce the 3d models and the consequences in the game, so having powerful single core that are free (background tasks running on another core) is helpful. I do not know how much is optimized, since it is in alpha release (very early releases). The player has to develop a proper decision tree to solve a situation, against the computer, himself or other players. Like "what do I do given this situation?". This decision tree (DT) can be traslated in nested "if then" blocks and decide how the bot behaves according to the situation. The bots follow an AI, well not really an artificial intelligence but a sort of basic one, a decision tree (normally useed in classification algorithms). The game is about situations (maps) in which a certain number of bots of two teams fight each other. I try to launch a community based (markdown based) wiki here: Good for the game to be played like chess, for hundreds of years. The amount of tiny but crucial improvements that can be made is likely massive. Surely there were and there are very good AIs out of there, but it is very likely that among all the possible good AIs, those discovered just scratched the surface. This is also valid for sentences like "the game is solved". I wrote this only to consider the search space of a possible "self configuring" AI attempt, especially those based on machine learning with loose initial heuristics vs those with stronger fixed heuristics given by the programmer. In comparison, considering a game of chess, where at each turn a player consider 5 sensible moves, having games normally lasting around 50 moves (100 half moves), one has an upper bound that is the same of gladiabots. Therefore focusing only on 100 nodes, with each 5 sensible configuration, we have an upper bound ofħ.8 * 10^69 possible configurations (whether many of those make sense, it is another story).Īnd this is likely a fraction of the real possible configurations considering all the options for conditions and actions and all the options for arrangements and connections. Those two configurations are vastly different but still have 3 nodes. ![]()
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