Nice selection of impact effects but the branched lightning from just before 0:40 just did not look right. Not enough bones with the blood set. First fire effect does not waver enough. The spark at 4:00 lingers for too long afterwards. The rock set of effects lack the bounce of the rock at the bottom like seen in the burrow charge model. Otherwise pretty impressive.
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Well so far they are struggling to do a rats brain on a simple scale. Also synaptic remodelling (the flexability of connections based on use and other factors) is a pain to simulate.
True totally off topic and good to think about but I do not see it being easily implemented in SC2. Main issue would be identifying and segregating player type groups.
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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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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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Nice selection of impact effects but the branched lightning from just before 0:40 just did not look right. Not enough bones with the blood set. First fire effect does not waver enough. The spark at 4:00 lingers for too long afterwards. The rock set of effects lack the bounce of the rock at the bottom like seen in the burrow charge model. Otherwise pretty impressive.
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https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@Zolden: Go
Pimp my bot eat your heart out.
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Nice space mine.
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Still think your tower looks like a potion bottle.
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You need to look at other glass based beasts for inspiration. Rise of Nations: Rise of Legends had a few.
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@Zolden: Go
Hey it is thomp from mario64
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Might be fun.
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@Zolden: Go
Well so far they are struggling to do a rats brain on a simple scale. Also synaptic remodelling (the flexability of connections based on use and other factors) is a pain to simulate.
True totally off topic and good to think about but I do not see it being easily implemented in SC2. Main issue would be identifying and segregating player type groups.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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@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.
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@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).
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@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
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@SoulFilcher: Go
I know that, that was sarcasm...
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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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You can still see the carrier core.
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Looks more like a mobile radar.
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