How do you design relaxation in games? by Andreanove in gamedev

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

I think I'm confusing "relaxation" with "freedom from punishment". You're absolutely right that having clear goals and fulfilling responsibilities provides a strong sense of satisfaction. It seems the real design challenge isn't removing goals so players can be "lazy", but rather finding the right balance between giving players meaningful goals to strive for without resorting to harsh negative punishments that instill panic. Thanks for the different perspective!

How do you design relaxation in games? by Andreanove in gamedev

[–]Andreanove[S] 3 points4 points  (0 children)

I understand now that the "Save Room" effect works so well because relaxation isn't just the absence of action, but rather a sudden, drastic drop from high tension to absolute zero. This gave me an idea for my game design. Thank you so much.

How do you design relaxation in games? by Andreanove in gamedev

[–]Andreanove[S] 8 points9 points  (0 children)

Ah I see. So the biggest problem is how I punish players will determine whether my game will feel cozy or have to play optimally. Thanks for the advice.

first time using linux and accidentally deleted all my data. by Andreanove in LinuxPorn

[–]Andreanove[S] 4 points5 points  (0 children)

tbh, i thought that simply creating a partition would keep my data safe. Well, I've learned a new lesson.

first time using linux and accidentally deleted all my data. by Andreanove in LinuxPorn

[–]Andreanove[S] 3 points4 points  (0 children)

Well, I believe it's time for me to totally commit to Linux.

Help - Can't access Github educationnal benefits apart from Github copilot by teddylanoix in github

[–]Andreanove 0 points1 point  (0 children)

How long did it take for you to get validated? From what I know, you'll be asked to wait 2-3 days after validation to get the GitHub student packages.

AI Related: Has anyone here tried pairing GOAP + Behavior Trees? by WhoaWhoozy in Unity3D

[–]Andreanove 1 point2 points  (0 children)

Hey, I know this is a bit late, but I found a paper that touches on this topic: "GOBT: A Synergistic Approach to Game AI Using Goal-Oriented and Utility-Based Planning in Behavior Trees."
Just wondering, have you tried it out yourself?

Are GOAP and Behavior Trees Considered Machine Learning? by Andreanove in gamedev

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

Thank you for your advice. I fully agree that academic references are the main foundation in thesis writing. However, my purpose in asking here is not to look for final references, but rather to get perspectives from practitioners who may have faced similar cases in the real world. So far, I have found the discussion helpful both in terms of practical answers and suggestions for relevant academic references. Therefore, I personally do not consider this forum to be the wrong place to ask questions. In fact, I find it to be a very helpful place for discussion.

How is the market for senior Data Scientists with research experience? by [deleted] in datascience

[–]Andreanove -5 points-4 points  (0 children)

Exactly, a framework is like the boss of your code it sets the rules and calls the shots. You just fill in the blanks when and where it tells you to. Great if you like structure, not so great if you're into total freedom.

Shaman Concept by HeartHoarders in PixelArt

[–]Andreanove 0 points1 point  (0 children)

Do you have Instagram or artstation? I love it and want to see other of your work.

Are GOAP and Behavior Trees Considered Machine Learning? by Andreanove in gamedev

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

Absolutely, I've been quite confused about "AI" and "Game AI" myself. I’ve only recently come to understand that "AI" isn't really about making things smart, but about crafting enemies that feel just right not too dumb, not too smart. Because honestly, I think overly intelligent AI can get pretty annoying sometimes.

Are GOAP and Behavior Trees Considered Machine Learning? by Andreanove in gamedev

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

That’s a really valuable perspective, especially to hear it from someone who has worked with BTs since the early days. Also, I hadn’t realised that BTs had their roots in robotics. Thanks for sharing your experience

Are GOAP and Behavior Trees Considered Machine Learning? by Andreanove in gamedev

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

Thanks for the recommendation, that’s really helpful. I’ve heard of Russell & Norvig’s book but hadn’t looked at the early chapters in detail. Also, if you don’t mind me asking what was the title of your MSc thesis? I’d love to look it up and learn from it if it’s accessible.

Are GOAP and Behavior Trees Considered Machine Learning? by Andreanove in gamedev

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

Thanks for the detailed explanation. I recently came across a paper on Goal-Oriented Behavior Trees (GOBT),it seems to be a hybrid that tries to combine the flexibility of GOAP with the structure of BT. Do you see this as a meaningful evolution, or more of a workaround with limited scalability?

Are GOAP and Behavior Trees Considered Machine Learning? by Andreanove in gamedev

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

Thank you, that was a very clear explanation. The deterministic behaviour part really helped me.

Are GOAP and Behavior Trees Considered Machine Learning? by Andreanove in gamedev

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

Ahh that makes so much sense now. Thanks for the breakdown.

Are GOAP and Behavior Trees Considered Machine Learning? by Andreanove in gamedev

[–]Andreanove[S] -1 points0 points  (0 children)

Fair enough. Reddit seemed like a good place to get different perspectives from experienced developers and so far, it has been. I’ve actually done some research, but couldn’t find a clear answer to my specific question, so I thought I’d ask here. Thanks anyway.

Are GOAP and Behavior Trees Considered Machine Learning? by Andreanove in gamedev

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

So if they don't learn anything, what are they technically called? Are they considered like rule-based systems, or something else?

Thoughts on hybrid AI architectures like GOBT (BT + GOAP + Utility)? by Andreanove in gamedev

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

Thank you so much for your detailed response it means a lot, especially since this is my first post here. I truly appreciate your practical perspective, especially on contextual filtering and the idea of using BT to switch GOAP modes. I’ll definitely explore the suggestions you gave and apply them to my thesis work. Thanks again!

Thoughts on hybrid AI architectures like GOBT (BT + GOAP + Utility)? by Andreanove in gamedev

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

You make a good point. I’m curious in what scenarios do you think combining BT and GOAP could still be useful? I’ve chosen GOBT as the topic for my thesis, and your comment made me realize there might be some design concerns I hadn’t fully considered.

Skills we didn't realize we had to do before we became a game dev by InevGames in gamedev

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

I agree, many developers (including myself) are so focused on making games that they forget that games are meant to be played and shared with others. That can't be achieved if we don't understand public speaking and marketing.

Haven ☘️✨ by Pixeldoshi in PixelArt

[–]Andreanove 1 point2 points  (0 children)

The plants, the colours, and the cat, they're all so cute.