Slann
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Ninth Spawning
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Issue is that to make the rules fair we need to take into account how they're used. An AI's can play in super weird ways. There's some playthroughs of super mario bots where you can see this. And I think the starcraft bot had similar issues where they could make it beat a human, but it'd also be playing in an absolutly insane manner (e.g. clicking 1000's of times more often than the humans, and limiting the amount of clicks quickly made it a terrible bot). Similarly, in abstract games where the AI at first appears to be playing near randomly, only for it's strategy to become apparent 20 moves in when it wins the game seemingly out of nowhere as it had just been playing an optimal path from the start.I think you underestimate the power of machine learning, with the proper system in the back and "AI" can evolve quickly "skill" wise due to the fact it can learn as quick as you throw money at it (i.e. hardware). Basically as long as you just throw enough resources on it, it could play millions of games in a matter of days, and through that, you get data you can use to improve the army rule set for human players.
After all, we are not looking for someone to challenge a human player per say, but to optimize the game rules and make them as fair as possible.
Being able to run X model, Y army against Z over and over again would be faster to do with a system like this in place, than through traditional means. However, the initial cost would be massive, which is why it is not utilized.
To an extent yes, but it'l be difficult to figure out and cover all of these.This all depends on what you allow the "AI" to do and know, it would be very simple to add a rule on a specific "AI" model where it randomly does a slight misplacement like a human player could do.
Adding them isn't too difficult. But it does make for some wildly varying enviroments causing the attributes of a unit that matter to change drasticly. The easiest exampels are skinks; great to hold objectives, borderline useless when you need to assasinate the enemy general. It'd be interesting to try and figure out. But I wouldn't be surprised if you'd get stuck swinging back and forth between local optima due to the vast differences between scenario's.In the scenario/case we are discussing, this would be a rather trivial matter compared to the other parts. These should be created similar like army rules in Lua (or another side language/format), both to remove complexity away from the main software, but also to make it possible for someone with no knowledge of the actual software to add content for the simulations.