And, of course, every action will have several possible reactions, making a huge blend of possible interactions. Next on my list of things to do is to start integrating female characters, and the interactions they'd have with each other and with male characters. I've begun mapping out the interactions and have a list of names for them.
This involves introducing lust and romantic love as attributes, and new interactions will include everything from flirtation to marriage to reproduction to rejection.
Then I'll start adding more attributes across the board, allowing for more defined interactions, and start inputting death, the need for people with high morality to save the dying, and low morality to extort them. I'll also start putting in items.
I have a working items system in my text-based adventure, I just have to impliment it here, assign the items worth, and write an interaction for trade. Morality and Intellect can decide on how well any given item sells high intellect will get be better at bargaining, low morality won't mind ripping people off.
Known bugs: The balance is tipped towards positive interactions. Hopefully adding more personality traits will help straighten that out, but for now, I'm looking for a way to balance the scale a little more. Occasionally two characters interact twice in one move. This used to be much more of a problem, but now it's very infrequent.
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The company has more than 11, employees in more than 50 offices around the world. Artificial Intelligence To survive and thrive in the EvoBots simulation, bots have to evolve a basic form of artificial intelligence. Neural Networks The brain of each bot is a simple neural network with one hidden layer. Evolution Evolution and genetic algorithms are a central part of the EvoBots artificial life simulation. Procedural Generation Wherever possible EvoBots uses procedural generation to make the simulation more interesting.
Send Feedback EvoBots is an evolving project and feedback is very much appreciated. AI uses cookies as described in our cookie policy. If you continue browsing this website you consent to the use of cookies. Video games quickly evolved. The 80s featured 2D graphics, the 90s featured 3D graphics, and since then we have been introduced to Virtual Reality VR.
The accelerated rate of progress when it comes to VR cannot be understated. Initially VR suffered from many issues including giving users headaches, eye strain, dizziness, and nausea. While some of these issues still exist, VR now offers immersive educational, gaming, and travel experiences. It is not difficult to extrapolate that based on the current rate of progress in 50 years, or even years, VR will become indistinguishable from reality. A gamer could immerse themselves in a simulated setting and may at some point find it difficult to distinguish reality from fiction.
Meanwhile, who would create these simulations is a challenging puzzle. There are many different scenarios that have been proposed, all are equally valid as there is no current way of testing or validating these theories. These are essentially simulations that are indistinguishable from reality, with the goal of simulating human ancestors. The number of simulated realities could run into infinity. This is not a far stretch once you consider that the entire purpose of Deep Reinforcement Learning is to train an Artificial Neural Network to improve itself in a simulated setting.
If we analyze this from a purely AI point of view, we could be simulating different realities to discover the truth about a series of events.
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