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I took some liberties with the genetic algorithm so it fit the game. The game itself it's pretty basic: simple physics with circle to circle collision. The enemy could spawn on top of you and drag you around, my suggestion is to move the opposite direction so you can break free.

different from my other experiments, I tried to give this one a proper game look, with an artwork when you start and sound when you shoot (which becomes hell once the neural network figure out that shooting a lot is a very good thing)



personally I believe it would be more interesting if the player was overpowered compared to the enemies.

In a few runs I just played the game quickly ended as there were too many bots shooting randomly.

A couple of variations in increasing level of expected difficulty to implement would be:

- Heal the player after each turn (you propose 15%, I would say 100%)

- Do not increase the number of bots until much later rounds. We want to see smart bots, not monkeys and typewriters.

- Give the player more health/bullet resistance

- Give the player 3-4 seconds at the beginning to move away from the random starting location

- Give the player an immunity cooldown after each hit so that each round lasts at least a few seconds


some times it took a while to the bot to start doing something interesting. if I put just two bots against the player and they don't attack or move it would be very frustrating to some players. in the short time I tested the settings, this one worked the best. since out of 7 enemies the probability of one being a shooting maniac would be higher. but I as I said, I encourage agressiveness but I took away points if they hit a fellow bot, so just shoot isn't enough


A midway solution that could work nicely would be to have obstacles to hide behind. Even something as simple as a ]-[ would do wonders.

(It could mess up the training though as that would require the concept of obstruction...)

These are just my feedback for possible improvements, I need to say this looks quite impressive and definitely more complex than anything I have done to date.


It crossed my mind to implement hiding spots, can't remember why I didn't.


I just moved my player to a corner, and sat there for several rounds, like 20+. Minimizes the vectors where new spawns can occur.


the three times I played, the bots were all focusing on the upper left corner, so staying in the lower right was safe for about 20 rounds.


maybe I should add a timer to the rounds...




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