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IvanAchlaqullah | 1 year ago
In games, player don't want AI that 100% strong (it's not fun), what we want is AI that make mistakes like human do.
So it's possible (assuming if the datasets is good), in fact it's already done in chess[1].
> Maia’s goal is to play the human move — not necessarily the best move. As a result, Maia has a more human-like style than previous engines, matching moves played by human players in online games over 50% of the time.
Also something that I just realized: in this particular case, we want the AI to be biased like human, which is easier to do since the bias is already in the datasets. AI safety is the exact opposite, which is harder if not impossible.
jncfhnb|1 year ago
cstejerean|1 year ago
I want an AI that can play like a human at my level would, such that the game is competitive and fun.
bee_rider|1 year ago
I want to play against an AI that is dumb enough for me to beat it, but is dumb in human-ish ways. Depending on the genre of the game, I want it to make the sort of mistakes that actual people make in wars, but more often. Or I might want it to make the types of mistakes that the baddies make in action movies.
Human players in videogames might provide a little bit of a signal, but they do engage in a lot of game-y and not “realistic” movements, so point taken there. Some people are less familiar with games I think, so they tend to make less gamey movements. Anyone who’s been playing games since the 90’s will bounce around and circle strafe, so they need to be filtered out somehow, haha. Maybe they can provide training data for some sort of advanced “robot” enemy.
But the existing AI characters also make some pretty non-human mistakes. Like often it seems that AI difficulty slider is just like: I’m going to stand stupidly in the middle of the road either way, but on easy I’ll spray bullets randomly around you, and in very hard I’ll zap you with lightning reflex headshots.
Moves like examining a tree of possible movements, flanking, cover, better coordination, that sort of stuff would be more interesting. Maybe the player data-set can provide some of that? I’m actually not sure.
As far as I can think, early Halo games and the FEAR series had be best AI. It’s been a while. Time to advance.