Yes, further modifications would sooner or later completely remove its carrierness. Like human bodies have no signs of that shitty mouse we evolved from during last 100M years.
@DrSuperEvil: Go reptiles and birds are mostly diurnal, while our "shitty mouse ancestors" as Zolden called them were nocturnal for thousands of generations, making it a better choice to see in the dark than seeing better colors ;-) But don't worry, we have 3 types of color receptors, most other mammals have only 2.
You see, even 100M years wasn't enough to modify or repace all shitty mouse features in us. No wonder that model still has carrier mouthes, I barely spent an hour on it.
@Zolden: Go We are a force of nature! FEAR THE THUNDER! XD Now seriously, your not-carrier ship has an interesting design, right now I feel the carrier's front part is what needs to be changed. It is what makes the model still give away its origin. Maybe change how the sides don't connect with each other? Add a central crystal or smaller pads and other details?
@DrSuperEvil: Go yeah yeah I know... that's why we are the best around here ;-) haha do you think we could use our areas of study to make an interesting map somehow?
Yea, and that's why AI will overrun humans: their transistors won't have the burden of biological origin. They just eat electricity and fight, no problems.
It tits fits my map's needs, and I don't understand, why should it hide its origin, there's nothing to be ashamed of. If anyone wants to change anything, i can post a max file of it.
And your and Evil's areas can be used for AI evolving, for example. AI control system would be encoded into a set of genes, which could be be replied with mutations and then selected based on game results. Though, this would require server side bank and high popularity of the map, because only thousands of generations could produce something strong.
Or AI can fight each other locally for days until a perfect one will evolve, and it will be hardcoded in the map.
I'm just not sure, what map genre would be more appropriate for interesting AI competing.
Incorrect as transistors lack the regenerative capacity of cells so will burn out. Also you seen their demand for rare metals?
True instinct is basically a biological program. Problems though would be the mutations as a computer program crashes as a whole singular unit (dies) while evolution has enough seeds in the wind to allow such imperfection.
Although an interesting challenge, I doubt it would be popular. You can get the basic software from papers (anyone remember the arm polygons that had to scoop a ball to reproduce?) but ultra hard AI games have very few followers (Supreme Commander is a good example).
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We can only talk about software evolution. Problems with transistors are not problems of the idea that thinking as a process requires neurons that consume like 99% of energy jsut to support itself as a biological object, and the remaining energy is spent on calculations, and even that 1% isn't used with a great efficiency, while computers don't need to support its biological state, they were created to calculate, adn thus will do it better and better, while brains are saturated and can't be boosted. So, as far AI emerges, humanity is doomed, it will be just another step in the chain: initial bullshit -> inanimate matter; matter -> life, life -> organisms with minds. And finally AI.
And yes, nature has seeds, while computation of artifical evolution has a limit of cpu perfomance. We can have lots of "seed" of "programs", but have to run the imitation from hours to weeks to see a progress of the organisms.
And maybe this idea to evolve something not so good for a map, but sc2 may be an appropriate environment to run an experiment within it, and visualise the results. Using the result as a map AI may be fun if it won't be just super hard, but rather inventive, smart and full of fresh ideas. The only question is the experiment itself, like what should evolve and what should it do to check if it good or bad.
...Meanwhile, made a rock to try an improved texture generating approach.
Not quite there are ways to improve brains. True connectivity is limiting with organic creatures.
Currently all the computing power in the world has less processing power than a single puny human brain. Also current electronics are starting to hit physical limitations.
Was referring more to the practical side of most people have only one computer and if it dies due to a "lethal" mutation they will be pissed while nature can have multiple progeny and the weak will die and not procreate so it is an issue of available sample sizes. Actually a lot of learning programs do take weeks to months to evolve as it is purely an iterative process and rate of progress is limited by generation time as seen in organisms.
I say main issue will be map size cap and how to get feedback. Also you could add a random factor but that would require statistical iteration and a capacity to compare the human players skill to define player groups within the study since some stratagies might be good against some play styles while others will not.
Nice rock but looks a tad too shiny.
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Reworked another wow model. That creep normal texture is a nice source of natural surface noise.
Previous Idea by Zolden the Glass Monster
I also recreated its wc3 look.
There's also an attacking version of medivac, adn this is its attack nimation:
And also, created a simple model of a spaceship with an awkward tail:
Space destroyer
You can still see the carrier core.
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https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Yeah, if he keeps iterating it, though, I'm fairly certain it won't be noticeable anymore.
very nice, but it seems to have no teamcolor, does it?
@fate1990: Go
Yes, in my map these guys are teamless creeps. But adding a team color is a question of two clicks.
@AlexO6: Go
Yes, further modifications would sooner or later completely remove its carrierness. Like human bodies have no signs of that shitty mouse we evolved from during last 100M years.
Except for our colour blindness (how come reptiles and birds get to have four sorts of visual receptor and we only get two and a bit?).
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https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go reptiles and birds are mostly diurnal, while our "shitty mouse ancestors" as Zolden called them were nocturnal for thousands of generations, making it a better choice to see in the dark than seeing better colors ;-) But don't worry, we have 3 types of color receptors, most other mammals have only 2.
@SoulFilcher: Go
I know that, that was sarcasm...
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
You see, even 100M years wasn't enough to modify or repace all shitty mouse features in us. No wonder that model still has carrier mouthes, I barely spent an hour on it.
@DrSuperEvil: Go I had to use my biology degree around here, and I didn't see your sarcastic face ;-)
@Zolden: Go Will you work on it for 100mi years?
@SoulFilcher: Go
Do I look like a force of nature?
@SoulFilcher: Go
Has degree in Genetics and Chemistry and doing PhD in BioChem... Cough...
@Zolden: Go
Yeah we all know ontogeny recapitulates phylogeny and it is easier to break something than make something new.
Also in the entire course of evolution we have not thrown off many of the counterproductive features we inherited from our single celled ancestors
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@Zolden: Go We are a force of nature! FEAR THE THUNDER! XD Now seriously, your not-carrier ship has an interesting design, right now I feel the carrier's front part is what needs to be changed. It is what makes the model still give away its origin. Maybe change how the sides don't connect with each other? Add a central crystal or smaller pads and other details?
@DrSuperEvil: Go yeah yeah I know... that's why we are the best around here ;-) haha do you think we could use our areas of study to make an interesting map somehow?
@DrSuperEvil: Go
Yea, and that's why AI will overrun humans: their transistors won't have the burden of biological origin. They just eat electricity and fight, no problems.
@SoulFilcher: Go
It
titsfits my map's needs, and I don't understand, why should it hide its origin, there's nothing to be ashamed of. If anyone wants to change anything, i can post a max file of it.And your and Evil's areas can be used for AI evolving, for example. AI control system would be encoded into a set of genes, which could be be replied with mutations and then selected based on game results. Though, this would require server side bank and high popularity of the map, because only thousands of generations could produce something strong.
Or AI can fight each other locally for days until a perfect one will evolve, and it will be hardcoded in the map.
I'm just not sure, what map genre would be more appropriate for interesting AI competing.
@Zolden: Go
Incorrect as transistors lack the regenerative capacity of cells so will burn out. Also you seen their demand for rare metals?
True instinct is basically a biological program. Problems though would be the mutations as a computer program crashes as a whole singular unit (dies) while evolution has enough seeds in the wind to allow such imperfection.
Although an interesting challenge, I doubt it would be popular. You can get the basic software from papers (anyone remember the arm polygons that had to scoop a ball to reproduce?) but ultra hard AI games have very few followers (Supreme Commander is a good example).
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
We can only talk about software evolution. Problems with transistors are not problems of the idea that thinking as a process requires neurons that consume like 99% of energy jsut to support itself as a biological object, and the remaining energy is spent on calculations, and even that 1% isn't used with a great efficiency, while computers don't need to support its biological state, they were created to calculate, adn thus will do it better and better, while brains are saturated and can't be boosted. So, as far AI emerges, humanity is doomed, it will be just another step in the chain: initial bullshit -> inanimate matter; matter -> life, life -> organisms with minds. And finally AI.
And yes, nature has seeds, while computation of artifical evolution has a limit of cpu perfomance. We can have lots of "seed" of "programs", but have to run the imitation from hours to weeks to see a progress of the organisms.
And maybe this idea to evolve something not so good for a map, but sc2 may be an appropriate environment to run an experiment within it, and visualise the results. Using the result as a map AI may be fun if it won't be just super hard, but rather inventive, smart and full of fresh ideas. The only question is the experiment itself, like what should evolve and what should it do to check if it good or bad.
...Meanwhile, made a rock to try an improved texture generating approach.
@Zolden: Go
Not quite there are ways to improve brains. True connectivity is limiting with organic creatures.
Currently all the computing power in the world has less processing power than a single puny human brain. Also current electronics are starting to hit physical limitations.
Was referring more to the practical side of most people have only one computer and if it dies due to a "lethal" mutation they will be pissed while nature can have multiple progeny and the weak will die and not procreate so it is an issue of available sample sizes. Actually a lot of learning programs do take weeks to months to evolve as it is purely an iterative process and rate of progress is limited by generation time as seen in organisms.
I say main issue will be map size cap and how to get feedback. Also you could add a random factor but that would require statistical iteration and a capacity to compare the human players skill to define player groups within the study since some stratagies might be good against some play styles while others will not.
Nice rock but looks a tad too shiny.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg