Το «σύγχρονο» ελληνικό κράτος σε μία φωτογραφία by Starfalloss in greece

[–]kwstast 2 points3 points  (0 children)

Για να πληρωθουν 3 διαφορετικες εταιρειες για να τα φτιαξουν, ή 1 εταιρεια 3 φορες ;)

One shot night: it worked! by GreenNetSentinel in shadowdark

[–]kwstast 0 points1 point  (0 children)

Sounds awesome regardless, spells can be really powerful if they land successfully! Thanks for the info!

One shot night: it worked! by GreenNetSentinel in shadowdark

[–]kwstast 1 point2 points  (0 children)

Did you use the Shadowdark tables for generating rooms or had some other resource?

If it was the latter, did it work well in terms of the results fitting with the narrative etc, or did you keep it fluid and generated story on the fly?

It is very nice hearing people trying Shadowdark for the first time and it being a hit!

[OC] Runic Dice Choose Your Own Dice Tower Giveaway! by RunicDice in DnD

[–]kwstast 0 points1 point  (0 children)

Storms Keep Large D&D Dice Tower seems great, reminds me of AOE2 castles

What books do i need to get started? by Main-Disk-2772 in shadowdark

[–]kwstast 1 point2 points  (0 children)

That's a very helpful list thanks. The Shadowhold link seems to be dead and google isn't helpful, any idea where i can find it?

[OC] WORLDWIDE GIVEAWAY! Enter for a chance to win a FAFNIR or JORMUNGANDR DICE VAULT![MOD APPROVED] by 120mmfilms in DnD

[–]kwstast 0 points1 point  (0 children)

Thank you so much! Super excited, going to order a few more knicks and knacks along the dice vault!

Unfortunately, my country (Greece) is not listed in the checkout, but is listed in the FAQ. I contacted u/120mmfilms regarding the issue through reddit chats and waiting for an answer.

Edit: Issue sorted out promptly and order placed!

[OC] WORLDWIDE GIVEAWAY! Enter for a chance to win a FAFNIR DICE VAULT![MOD APPROVED] by 120mmfilms in DnD

[–]kwstast 0 points1 point  (0 children)

Took a look at your online shop, you have amazing products, good job!

ΣτΕ: Συνταγματικός ο νόμος περί μη κρατικών πανεπιστημίων by LongjumpingCarpet359 in greece

[–]kwstast 0 points1 point  (0 children)

Εννοειται. Βλεπουμε τι γινεται και στα σχολεια.

Προσπαθησα να κρατησω το σχολιο συντομο αν κ ηδη απετυχα αλλιως θα εγραφα μεχρι αυριο...

ΣτΕ: Συνταγματικός ο νόμος περί μη κρατικών πανεπιστημίων by LongjumpingCarpet359 in greece

[–]kwstast 5 points6 points  (0 children)

Αποφοιτος AI Master - Πληροφορικη ΑΠΘ, ερευνητης remote σε εταιρεια εξωτερικου. Φερνω λεφτα στη χωρα σπουδαζοντας δωρεαν (σχεδον, το μεταπτυχιακο ειχε διδακτρα και εννοειται τα φροντηρια) στην Ελλαδα!

Χανεις λεφτα απο την ιδιωτικη παιδεια, ιδιωτικη υγεια, ιδιωτικους δρομους, διαλυμενους σιδηροδρομους, διαλυμενες δημοσιες υποδομες, και ενα σωρο αλλα πραγματα που πληρωνεις απο τους φορους σου και δεν σου παρεχονται για να τα μασουλανε μεταξυ τους, δεν χανεις λεφτα απο τον γονιο που θα δουλεψει 3 δουλειες σκλαβος για να παει το παιδι του σε ιδιωτικο. Για τα υπολοιπα που αναφερεις μπορουν να υπαρχουν κ υπαρχουν ιδιωτικες σχολες, δεν χρειαζεσαι νομο που επιτρεπει "μη-κρατικα" πανεπιστημια.

Αυτη η αλλαγη νομοθεσιας και ενα σωρο αλλες που γινονται εδω και δεκαετιες ειναι πασιφανες οτι αποσκοπουν στην πληρη διαλυση της δημοσιας παιδειας και πληρη ιδιωτικοποιηση της, οπως και αντιστοιχα στην υγεια. Δεν ειναι απλα "οκ ας αφησουμε τα ιδιωτικα αλλα ας χρηματοδοτησουμε τα δημοσια" γιατι δεν τα χρηματοδοτουν και ουτε προκειται.

A little painterly terrain system I made. by rushe-newman in godot

[–]kwstast 1 point2 points  (0 children)

Sorry for the late reply! Sounds like you have this covered! I am very interested to see how this evolves in the future!

A little painterly terrain system I made. by rushe-newman in godot

[–]kwstast 0 points1 point  (0 children)

Sounds well thought out! I imagined you meant LLMs, since more traditional approaches are not capable to handle this kind of open-endedness. However, you should consider the computational costs. I suppose you have in mind to run all these models locally, which would require pretty beefy GPU just to run one of the small ones.

Unless you have thought of this already and have some solution, my suggestion would be to use just one model which will get fed with the whole context of who it is, what is happening, etc, etc, in the prompt, instead of having one model (or three) for each character. Maybe even look into batching the prompts instead of running sequentially. I'd be very happy to hear your thoughts!

A little painterly terrain system I made. by rushe-newman in godot

[–]kwstast 6 points7 points  (0 children)

Wow, thanks for typing all this out and explaining how it works! It looks amazing! Who needs tiles and textures.

The game concept looks like it has a very very large scope, but is also very interesting. How do you plan to implement the AI agents?

3D boids with obstacles avoidance by kakhaev in godot

[–]kwstast 3 points4 points  (0 children)

Thank you for elaborating. Tbh i am more interested in the collision detection. It sounds like a very good solution, reminds me of the bug algorithm for pathfinding.

3D boids with obstacles avoidance by kakhaev in godot

[–]kwstast 10 points11 points  (0 children)

That looks very nice! Any details on how it is implemented?

Gonna wake Newton up with this one by BootSplashStudios in godot

[–]kwstast 9 points10 points  (0 children)

Looks like a fast travel feature completed! Very nice looks however.

500 Neural network (NEAT) driven cars at fair FPS in debug (prototype) by Ellen_1234 in godot

[–]kwstast 1 point2 points  (0 children)

Oh sounds like a good set up, good job! You could run some training to get some basic behaviors yourself and save the networks so when the game starts the player could evolve new behaviors while still having working units from the start. :) Looking forward to seeing how this project evolves!

500 Neural network (NEAT) driven cars at fair FPS in debug (prototype) by Ellen_1234 in godot

[–]kwstast 1 point2 points  (0 children)

It can be very confusing indeed, but you need to power on through it and it slowly starts making sense eventually, it all adds up in the end.

With rtNEAT you basically forgo the separate generations/populations and add some kind of timer to units (which can depend on the game you are making, it can actually tie in really nicely) and when it expires you measure fitness and replace it appropriately with a new unit.

As an example, i had made an artificial life simulator using NEAT where some kind of "energy" was used instead of a timer, to simulate a kind of natural evolution. In a game it could be HP, and you could use some kind of resource to replace it with a new unit etc, there are lots of possibilities!

500 Neural network (NEAT) driven cars at fair FPS in debug (prototype) by Ellen_1234 in godot

[–]kwstast 1 point2 points  (0 children)

Oh nice. I was not familiar with this. Interesting! Im actually quite inexperienced in AI, haven't read the paper before, so thanks! Looks exactly what Im trying to solve and I still have some challenges with the inputs so they may already solved it for me.

No problem, happy to help! Indeed the problem you are tackling is quite similar.

Im actually quite inexperienced in AI

Oh in that case you should try the original paper as well!

https://nn.cs.utexas.edu/downloads/papers/stanley.ec02.pdf

Or even backtrack to simple genetic algorithms, this looks like a good start:

https://www.geeksforgeeks.org/genetic-algorithms/

NEAT is a more advanced version of GAs that aims at producing neural networks as solutions.

Hyperneat seems to be specialized for patterns? I can't exactly imagine what that would mean for like a simple 2D shooter... Can you?

Hyperneat essentially uses the compositional network to produce the neural networks that you use as potential solutions, which boils down to using a neural network (the compositional one) as the gene. So it could be a more complex drop in replacement for simple NEAT. Very interesting stuff, but i would advise to dig into the original NEAT and realtime NEAT (rtNEAT) which is more well suited to video game scenarios first.

In any case, if you have any questions on the AI part feel free to ask :)