A few years ago I posted to this forum about using a dynamic database of human activity in HOI3 to create very good A.I. for the Clausewitz engine. That post was largely ignored. Now, A.I. paradigms such as those hosted by DeepMind and AlphaZero are doing just that with games like Go, and Chess. Some of them are open source.
The principle is extensible into any type of gaming environment. It is not necessary to create a complex and long code base in which the AI determines "best moves" based on certain criteria, values, and predictives. Instead, each and every game which is played by a human is incorporated into the database, and measured according to its relative success. This move-set is then used recursively until a better one is discovered by another human playing the game somewhere else and incorporated into the database. Additionally, move sets can be generated and compared internally by the program with other move sets, with the more effective ones replacing the less effective over time. An even more sophisticated approach also allows the AI engine to add moves to the move set (based on simple criteria), and then "compared" (i.e. played one AI move set vs another or vs a human move set already flagged as effective), with the same process of elimination then applied.
This approach is essentially like evolution. The database is constantly populated with move sets from all players who allow their data to be parsed up to the AI engine, where the comparative and iterative process is then applied by the engine. Players could also permit the AI against which they play in the game to be the traditional one (which has known weaknesses and flaws) or against the latest iterated database of move sets from the AI engine.
It might be of some interest in the community if those who are capable of creating an open source AI for HOI based on this AI paradigm did so - but this would of course require capability for data exchange between the game and the AI.
This is essentially the future of gaming AI, whether anyone at Paradox or in the forum realizes it. Better to be ahead of the curve.
https://www.newyorker.com/science/e...e=twitter&utm_social-type=owned&utm_brand=tny
The principle is extensible into any type of gaming environment. It is not necessary to create a complex and long code base in which the AI determines "best moves" based on certain criteria, values, and predictives. Instead, each and every game which is played by a human is incorporated into the database, and measured according to its relative success. This move-set is then used recursively until a better one is discovered by another human playing the game somewhere else and incorporated into the database. Additionally, move sets can be generated and compared internally by the program with other move sets, with the more effective ones replacing the less effective over time. An even more sophisticated approach also allows the AI engine to add moves to the move set (based on simple criteria), and then "compared" (i.e. played one AI move set vs another or vs a human move set already flagged as effective), with the same process of elimination then applied.
This approach is essentially like evolution. The database is constantly populated with move sets from all players who allow their data to be parsed up to the AI engine, where the comparative and iterative process is then applied by the engine. Players could also permit the AI against which they play in the game to be the traditional one (which has known weaknesses and flaws) or against the latest iterated database of move sets from the AI engine.
It might be of some interest in the community if those who are capable of creating an open source AI for HOI based on this AI paradigm did so - but this would of course require capability for data exchange between the game and the AI.
This is essentially the future of gaming AI, whether anyone at Paradox or in the forum realizes it. Better to be ahead of the curve.
https://www.newyorker.com/science/e...e=twitter&utm_social-type=owned&utm_brand=tny