Earlier quoted context omitted.
The main thing is that synchronizing the state is hard: with hundreds of units and low latency being important, there's big advantages to having a deterministic simulation and relaying the player's commands instead of the whole game state, in fact unless you know everyone playing the game has a very good internet connection it's the only viable option. As an added bonus, it also allows you to hide small amounts of la…
Thank you for explaining. > there's big advantages to having a deterministic simulation and relaying the player's commands instead of the whole game state, in fact unless you know everyone playing the game has a very good internet connection it's the only viable option. If I understand, running it all on a server and just updating player UIs doesn't work for an RTS because some user Internet connections bottleneck th…
OpenRA
171–174 of 174 posts
Re: OpenRA
#172Earlier quoted context omitted.
I'm really not sure about the timelines, but I can easily speak to the state of things for today: LLMs are very wasteful and slow for real-time decisions. The "thinking" ones have no chance and if you disable thinking, they really struggle with querying the context with the right calls. For the once in a moonshot scenarios that they have enough context and ample time to react, they are great! Developing AI scripts, h…
I recently tried playing OpenRA with GPT-5. Didn’t have enough time to put into it properly, but the solution I reached would plan future actions in batches based on game state, including decisions to make based on conditions/thresholds being met. Maybe something like Gemini Flash would do a much better job.
Re: OpenRA
#173Lots of fun.