because of alpha beta pruning and the way i'm evaluating possible moves, the time my card game AI takes to take a turn can vary quite a bit depending on the situation and it's really funny to watch it struggle for a long time with a very open possibility space and then do something really dumb

@nasser no, currently it's a just minimax with a bunch of hacky heuristics on top, but eventually im hoping to make those heuristics neural, which seems to be the state of the art approach to these problems

@nasser ideally once the tree search is good enough, you can train a neural model with data from the tree search outcomes and then make them work in conjunction to keep training and speeding up the tree search. but this might be a bit overkill for a game that i thought would take a weekend to write the AI for :)

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@nasser it's only overkill when you've already written your own rendering and audio engine for the game

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