Timeline for Machine learning to improve strategy game AI
Current License: CC BY-SA 3.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| May 23, 2017 at 12:37 | history | edited | CommunityBot | replaced http://stackoverflow.com/ with https://stackoverflow.com/ | |
| Apr 13, 2017 at 12:18 | history | edited | CommunityBot | replaced http://gamedev.stackexchange.com/ with https://gamedev.stackexchange.com/ | |
| Sep 7, 2016 at 16:14 | vote | accept | Sorade | ||
| Sep 5, 2016 at 22:22 | comment | added | rcpinto | Not that much if it is reactive (sense -> act). Just feed it the same info available to the human player and it will try to learn under the same restrictions. A dynamic environment would be more of a problem for planning agents, but still not that much. | |
| Sep 5, 2016 at 22:18 | comment | added | Sorade | Hi, one thing I forgot to mention is that my planets are generated randomly as the game progresses (small chance when a planet is revealed to the player or when the player explores a revealed but unexplored planet). I guess that the fact that the game environment isn't static would have repercussions on the AI. | |
| Sep 5, 2016 at 21:05 | history | answered | rcpinto | CC BY-SA 3.0 |