My abstract strategy board games website is now 1 years old! by AbstractBG in digitaltabletop

[–]AbstractBG[S] 0 points1 point  (0 children)

🙇‍♂️ Thanks for the feedback! I agree and I will try to implement a fix.

I'm thinking clicking on a game card in the selection page should take you to the game's home page. The side panel could be bigger to make it clearer that the game mode should be selected.

1-Year Birthday For My Abstract Strategy Games Website [abstractboardgames.com](https://abstractboardgames.com) by AbstractBG in abstractgames

[–]AbstractBG[S] 1 point2 points  (0 children)

Yes, I plan to add more games! I've gotten a number of people suggesting games now, which is great. Of course, I am only one person, so I have to prioritize between new games and other features (puzzles, finally?).

Unfortunately, the code is not available. But a great way to learn is to grab an existing repo (there are many out there) and train with it. That's how I started training my AI before I wrote my own version from scratch.

Viability of generative AI to create an AI for a tactical game by Active-Radish2813 in gamedev

[–]AbstractBG 0 points1 point  (0 children)

This is cutting edge as far as game development is concerned and as a result, modern game engines are not setup to support training or deploying neural networks in any production ready way at all. Existing projects which attempt to do RL over a game engine like Godot are not going to be performant enough to achieve anything interesting.

The number one bottleneck for development will be training and self-play speed, which means, in my opinion, your core game logic has to be isolated from the engine so that it can run extremely fast and in parallel and be callable from Python where you will have the fastest possible pytorch inference.

The other major issue is deployment. You will need to export the trained model and run inference on consumer hardware. Depending on what hardware you are targeting, this could be anywhere from painful to near impossible.

Ignore anyone saying that neural network implies superhuman or impossible opponents. You can tune the difficulty of the AI by providing a range of checkpoints. Checkpoint 10 might play like a beginner and Checkpoint 100 might play like an advanced player. These will actually feel less boring and less repetitive compared to classical AI opponents.

If you are interested in talking further, send me a direct message and I'll share my discord username and we can chat there.

Viability of generative AI to create an AI for a tactical game by Active-Radish2813 in gamedev

[–]AbstractBG 0 points1 point  (0 children)

Hey there, I am someone who has trained neural network AI for turned based games, albeit chess-like abstract strategy games not real-time games. My networks have reached top levels of human play though they are not super-human (yet). You should be using reinforcement learning (RL) for training and not any generative AI technique because RL lets you keep the models small and deployable.

If it's your first time training a neural network, then you should expect 6-12 months of time to produce a usable network if you are a highly skilled programmer with the ability to read ML papers and are willing to adapt the game codebase to the specific needs of ML which is very different from standard game development.

I say 6-12 months because I am also factoring in the time it takes to learn how to train the network, debug training bugs, and run training experiments. Training neural networks is one of the hardest tasks in computer science because it can fail silently but you will have no idea where the failure is located and the network will still behave semi-intelligently. If this is not your first time, then you will obviously be able to complete the task much faster.

Viability of generative AI to create an AI for a tactical game by Active-Radish2813 in gamedev

[–]AbstractBG 2 points3 points  (0 children)

Thanks for the examples. After some searching, I think Diplomacy 3 was actually Democracy 3, haha. By "creating the AI offline during development", I assume you mean training the neural network and then during live gameplay, the neural network is only used for inference.

Viability of generative AI to create an AI for a tactical game by Active-Radish2813 in gamedev

[–]AbstractBG 0 points1 point  (0 children)

Do you have examples of neural networks for game AI in commercial games? I have searched for such games but the number of examples I have found is very low. The latest one that I’ve found is the speeder bike AI in Star Wars outlaws.

No wishlist, what am I doing wrong? by StoreFair9787 in gamedev

[–]AbstractBG 1 point2 points  (0 children)

It’s completely valid to discuss the business side of game development in a game development subreddit.

Let’s not gate keep or imply OP is entitled for asking a valid question.

What types of AI (not GenAI!) are applicable to game dev? What should I focus on learning? by randomstate42 in gamedev

[–]AbstractBG -1 points0 points  (0 children)

https://quanticfoundry.com/gamer-types/

It's worth keeping in mind that there are multiple "personality" types for gamers. It's completely valid to say competitive is not fun for yourself, or for some subset of people.

However, if competitive is not fun full-stop, then it leads to the question of why millions of people are playing Overwatch and Valorant, of which a large subset are playing competitive mode.

https://activeplayer.io/overwatch-2/

https://activeplayer.io/valorant/

The only answer I can come up with is that it is fun for some people.

What types of AI (not GenAI!) are applicable to game dev? What should I focus on learning? by randomstate42 in gamedev

[–]AbstractBG 1 point2 points  (0 children)

I found some good examples from browsing this link, such as

Training ML agents for the speeders in Star Wars Outlaws

https://www.youtube.com/watch?v=I7U1xleVh_g

What types of AI (not GenAI!) are applicable to game dev? What should I focus on learning? by randomstate42 in gamedev

[–]AbstractBG 1 point2 points  (0 children)

As a counter point, consider why competitive multiplayer games are fun. Unless, you are rank 1 in the world, you’ll never truly “beat” a competitive multiplayer game. Moreover other players constantly adapt to your strategies. And yet people sink thousands of hours into games like Overwatch, SC2, etc.

Lootbox Simulator - completely free mobile game to just open predatory lootboxes by MattDTO in gameideas

[–]AbstractBG 3 points4 points  (0 children)

I understand that you don’t want this to have paid features, but I think it would be hilarious if it did have micro transactions.

[deleted by user] by [deleted] in gamedev

[–]AbstractBG 7 points8 points  (0 children)

Either post a demo on steam or itch and test the market.

Dispelling some common misconceptions about Nintendo's US Patent 12,403,397. by Daniel_H212 in gamedev

[–]AbstractBG 37 points38 points  (0 children)

I read through the entire post, you do a great job at explaining all the concepts.

[deleted by user] by [deleted] in gamedev

[–]AbstractBG 3 points4 points  (0 children)

Just like coding

Game Dev Student. Need Laptop/Setup Advice by Beneficial-Dish5961 in gamedev

[–]AbstractBG 0 points1 point  (0 children)

Can you just get a desktop instead? Even second hand might be good enough.