![]() ![]() ![]() More efficient transportation of goods.The AI colony development and expansion have been improved.The AI now chooses better locations when constructing colonies, and also avoid placing the colonies too close to one another.A bug that prevented certain images from being overridden by mods has been fixed.Added tools for easily making new base tiles from a single tiling texture.It's now possible to define nation specific unit types that can be recruited and purchased in Europe.Major changes to the tile goods production so that the actual values matches the original game.New transitions between the base tiles.Stay tuned!Īll 0.12.0 and 0.13.0 games should continue to work with 1.0.0.Īll user visible changes since 0.13.0 Graphics they play more like board games requiring considerably less micro management).We will continue improving the game through numerous new releases. Right now, AlphaStar is able to beat virtually every human SCII player (even Grandmasters) and I bet that world conquest in EUV would not be casual gaming anymore if AlphaStar were on the map.įinally, I would be interested in how DeepMind's reinforcement learning would work for Paradox games in general since they are, compared to SCII, more like Go (i.e. If Paradox would offer a DLC with AlphaStar agents - even though experimentally - I would definitely give it a try since it would make the game considerably more challenging in single player mode. Thus I am suggesting to limit such an AI to very specific countries similar to the initial training of AlphaStar (only one map, and only one race). However, the AlphaStar AI might not work for every single country tag in the game since it will require more processing power than usual AI (not to mention the capacities you need to train the agents, but that would be outsourced anyways). Indeed, that would be an entirely different discussion (and I am not insisting on keeping this concept). In case you are interested in AlphaStar, there is an article published in Nature Magazine and two articles by DeepMind.Īnd of course, something like AlphaStar would address those problems in current games which are linked to AI behavior (which is understandable since this is probably one of the most difficult aspects of development). However, I believe that DeepMind demonstrated that learning machines might be the future of AI in video games and AlphaStar is also highly adaptable (in fact, as I understood, it recently played the ladder starting with Bronze League and incrementally advanced to Grandmaster League). I know that the implementation of this might be really challenging, and it takes a lot of time for the AI to acquire its strategies (the so-called "agents" of AlphaStar are required to play thousands of games against each other and the best ones will then proceed to the next tiers). Now, since I am no expert on AI, and some of you might be more familiar with this topic, I only wanted to suggest that something like AlphaStar could be used, in future, for a very limited pool of nations - in this case the lucky nations. Some of you might have heard of AlphaStar, an AI developed by Google's DeepMind which recently managed to climb the ladder of StarCraft II (one of the most famous real-time strategy games) with highly remarkable results. This suggestion is clearly aiming at EUV and less EUIV since IV might be nearing its development cycle. ![]()
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