Losing Money to Be a Tycoon
Chapter 968: The new artificial intelligence technology is perfectly blessed!
Latest website: After making the phone call with Xia Jiang, Meng Chang held a small meeting with several key employees of the advertising and marketing department to decide on the interview.
Because Xia Jiang had to complete the interviews with Wu Zhicheng, Qiu Hong and the incubator base first, it would take some time, so the interview with Meng Chang was scheduled for next Tuesday.
Meng Chang had already pushed off with the excuse that he was busy at work, but he had to push a few key employees from the same department up to the top and walk through the scene.
Of course, I didn't explain anything in particular, because Meng Chang has always felt that these employees in the advertising and marketing department are some very obedient tool people. They have worked together for so long and they are more enjoyable and more trustworthy.
Meng Chang’s thoughts were so careful that no one else in the advertising and marketing department knew about it. Naturally, they didn’t worry about what kind of worms would come out of the interview, as long as everyone completed the interview process normally.
After arranging the interview-related matters, Meng Chang returned to his workstation and continued to play "Mission and Choice".
He has been playing intensively during working hours, and he has finally finished 70% to 80% of the plot content of the test version.
Meng Chang did not have any RTS game experience before, but after all, "Mission and Choice" is not an RTS game in the traditional sense. The requirements for operation are very low, so Meng Chang is not that difficult to play. Just use a little brain. You can hit the current stage.
However, in the later part of the game, the difficulty will increase, and a deeper understanding of the game and better operations are required to pass the level.
In fact, for understanding the game, Meng Chang's current game progress is almost the same.
Like many 3A masterpieces, the main game content is generally played to sixty to seventy percent, most of the game mechanisms and gameplay have been unlocked, and playing later is nothing more than watching the plot ending.
Therefore, Meng Chang's heart is basically more at ease, and from his perspective, the game does not seem to be that fun.
Especially the main AI system in the game does not seem to be that smart, which greatly reduces the fun of the core gameplay of the game.
Meng Chang doesn't understand too advanced game design theory, but as an ordinary player who has never been exposed to RTS games, he can actually represent the opinions of many "outside players".
Taking the big investment in "Mission and Choice", if this game can only please RTS gamers and players in the domestic stand-alone game circle, but cannot achieve "breaking the circle", many players who are not interested in RTS games will also buy In fact, it is difficult to recover the cost if it is imported.
Therefore, Meng Chang felt that the possibility of poor sales and cost recovery after the game was released still exists, and it is great!
In this way, even if your propaganda plan fails, it is still possible to get a commission!
This inspired Meng Chang.
But once he was bitten by a snake and was afraid of well ropes for ten years, Meng Chang didn't dare to take it lightly. During the next period of time, he would still spend a lot of time playing this game every day, just in case.
Every time employees in the advertising and marketing department passed by, they could see Meng Chang playing "Mission and Choice", and could not help being inspired and impressed by Meng Ge's professionalism.
...
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Thursday, April 5th.
Heads of departments such as Hu Xianbin, Min Jingchao, Jiang Yuan, Shen Renjie, Wang Xiaobin, and Chang You gathered together in the Puma Artificial Intelligence Laboratory to check the application results of the new artificial intelligence technology in the game "Mission and Choice".
Shen Renjie first told everyone about the basic principles of the breakthrough in artificial intelligence technology. Although most people were confused, they at least understood that the game AI produced by artificial intelligence this time is the biggest compared to the previous AI. feature.
This new technology allows AI to randomly simulate the actions of each unit at each step based on the basic rules of the game, and the score of the winning plan will increase. Through the deduction of hundreds of thousands or even more games, as small as a unit's movement, as large as the overall strategy selected during the entire game process, artificial intelligence can quantify a specific win rate change.
In this way, the artificial intelligence can control both sides of the game at the same time at all times to conduct self-games, and after the winning rate can be quantified, it can self-regulate, so that the development of the entire game is always in the hands of AI.
After this technology is applied to "Mission and Choice", there are two most prominent features.
First of all, in battles with "realistic elements", the performance will be more real and the difficulty will be more linear.
The original expression of "realistic elements" through computer AI is rather rigid.
In the battle, a certain unit does not listen to instructions, or the entire unit flees in all directions. The specific ways of expression are different, and the perception presented to the player will be worlds different.
He An, Meng Chang, Hu Xianbin and others have all tried it out, and they generally reflect that the performance of AI is not perfect because the performance of the "realistic elements" is difficult to satisfy.
Because of the lack of AI, sometimes the rout of a certain unit seems unreasonable, which greatly compromises the sense of reality.
After the application of new technologies, the simulations of “realistic elements” made by AI are all based on the existing winning rate. The behavior of each unit when defiing the order is supported by a certain degree of rationality. The real feeling is greatly enhanced.
To put it simply, the original troops did not obey the instructions, and the player may feel "it is crazy", but now the troops do not obey the instructions and the player feels that they have encountered a stupid subordinate.
The difference between "crazy" and "stupid" is the change brought about by new artificial intelligence technology.
Even in the plot after the protagonist’s speech, the human forces burst out with a strong will to fight because they were inspired. At this time, AI can make smarter decisions than humans.
This kind of decision will significantly improve the overall combat performance, but will not make the player feel that it is open. There is no numerical improvement but a tactical improvement, which minimizes the unreality brought to the player. .
Secondly, as time goes by, the upper limit of man-machine battles will be infinitely increased, which can support the introduction of more relevant gameplay.
After all, "Mission and Choice" is an RTS game. Although players like Meng Chang who don’t understand RTS games may get stuck, it’s not difficult for some veterans to pass the game plot. It loses the motivation to continue to explore the depth of the game.
The solution to this in other RTS games is to open up the ladder to battle, and automatically select masters in the player group through the ladder.
Players continue to improve and progress in the confrontation with masters, and always pursue higher goals, and the life of the game will naturally be extended accordingly.
However, the approach of "Mission and Choice" is completely different from traditional RTS games. In order to lower the threshold, the amount of operations that players need to make is greatly reduced, and there are only two races and there is no balance at all.
PVP ladder can be done, but the effect will never be too good. The intensity of conventional PVE is not enough, and the master will soon lose interest.
Now, new artificial intelligence technology can provide an "eternal war" gameplay, that is, "endless mode". In this mode, the AI's combat power will continue to increase, and the difficulty curve will be very smooth, so that masters who like this game can rush to the ladder through PVE and achieve a long-term goal.
Of course, PVP and even multiplayer gameplay can also be done, but these gameplays only exist as entertainment modes because of poor balance.
In addition, the original campaign mode will also benefit.
Originally the battle level design was done by the designer, the difficulty curve may not be smooth, sometimes the difficulty increase is not enough, the player may not feel anything after playing several levels; and the difficulty increase too much, it will make the player stuck turn off.
With the help of new artificial intelligence technology, designers can not only optimize and adjust the original level design, but also dynamically adjust the difficulty of the level based on real-time winning rate calculations, so that players can play the story mode more smoothly.
After this series of changes, the game "Mission and Choice" finally made up for the last short board, and the last small flaw was perfectly solved!
From now on until the release, the designers of Tenda Games will adjust the level design and some details of "Mission and Choice" to ensure that the game can reach a perfect state when it is released.
"Mission and Choice" is considered to be the first game to receive bonuses, and the reason why Wang Xiaobin and Min Jingchao are all called this time is to allow this artificial intelligence technology to be applied to more games.
Especially "Fitness Fight" and GOG.
In "Fitness Fight", the characters in the game will frequently talk to the players. This new technology can improve the in-game characters' deep learning ability. Through the player's feedback on AI behavior, the in-game characters' behavior can be more biased. Player preferences.
In other words, the original development only includes figure, clothing, etc., UU Reading www.uukānshu. com But after adding artificial intelligence technology, the character of the character in the game will also change with the closeness of the protagonist.
In this way, every player of "Fitness Fight" can cultivate their favorite characters into a state of understanding with them in the game.
In GOG, this technology can also be used to develop more difficult man-machine combat systems.
Of course, GOG already has a large number of professional players, and various tactics and routines are also very rich. With current artificial intelligence technology, it is impossible to understand these tactics and compete with professional teams. There is still a long way to go. To go.
But at least this level of humans and machines will have no problem with players in the sub-platinum segment.
Although this is still a rudimentary form, it has great potential for development, and there may even be a scene of artificial intelligence competing with professional teams on the same stage in the future.
In other words, although this artificial intelligence technology did not directly improve the competitiveness of AEEIS artificial intelligence on OTTO phones, it has had a profound impact on many game departments under Tenda!
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