Earlier quoted context omitted.
May I ask what do you mean by "RNG state should be seedable"?
If the game depends on random events (eg an attack does random damage between 3-8) it would be useful to make sure it's always the same randomness, if you want it at least.
Ask HN: Building a game for AI Research
21–30 of 38 posts
Re: Ask HN: Building a game for AI Research
#22Earlier quoted context omitted.
If the game depends on random events (eg an attack does random damage between 3-8) it would be useful to make sure it's always the same randomness, if you want it at least.
Same randomness? I can't get gist of the term.
Re: Ask HN: Building a game for AI Research
#23Earlier quoted context omitted.
If the game depends on random events (eg an attack does random damage between 3-8) it would be useful to make sure it's always the same randomness, if you want it at least.
Same randomness? I can't get gist of the term.
The key difference is that it's reproducible and that if you have insight into the parameters of the sequence (e.g. the seed and the current position in the sequence), you can predict the results. That's why people often get upset when people use these pseudorandom number generators for security purposes.
The seed is a value that is used to generate the sequence. If you use the same seed, you get the same sequence.
Re: Ask HN: Building a game for AI Research
#24Earlier quoted context omitted.
If the game depends on random events (eg an attack does random damage between 3-8) it would be useful to make sure it's always the same randomness, if you want it at least.
Same randomness? I can't get gist of the term.
One way is to allow some way of 'seeding' the PRNG such that the order of the numbers it produces is the same each time, as we return the random function back to a known state.
Or, by example, if I make 5 calls to the PRNG with seed value '0' and see the following: [5, 2, 9, 18, 4, ...] and that causes the agent I'm testing to do something utterly weird, so I want to re-run my agent to observe the effect in detail to debug it, and for that to happen, I need the same [5, 2, 9, 18, 4, ...] sequence, otherwise I'll be forced to run repeatedly until I observe the same glitch, so by re-seeding the PRNG to '0', it will then predictably return that sequence, rather than a new, random sequence.
Re: Ask HN: Building a game for AI Research
#25https://github.com/0ad/0ad/tree/master/binaries/data/mods/pu...
https://github.com/agentx-cgn/Hannibal
Nearly everything bullet pointed in that list is there.
Edit: Should also mention there is the Halite AI challenge, https://halite.io
Re: Ask HN: Building a game for AI Research
#26The General Video Game AI (GVGAI) environment has also just released their own Gym for training. With the competition set to run through CIG'18 in July 2018
https://github.com/rubenrtorrado/GVGAI_GYM/
IEEE Conference on Computational Intelligence and Games Competitions
https://project.dke.maastrichtuniversity.nl/cig2018/?page_id...
It's okay to start out small. It's not necessary to clone StarCraft to investigate high dimensional game state spaces. Remember it was a simple 2D board game like Go that was until recently considered unbeatable ;)
Take a look at games like Generals or Tron Light Cycles. Best of Luck!
Re: Ask HN: Building a game for AI Research
#27Earlier quoted context omitted.
If the game depends on random events (eg an attack does random damage between 3-8) it would be useful to make sure it's always the same randomness, if you want it at least.
Same randomness? I can't get gist of the term.
https://www.nytimes.com/interactive/2018/05/03/magazine/mone...
Re: Ask HN: Building a game for AI Research
#28https://code.facebook.com/posts/132985767285406/introducing-...