Elite: Game talk
10 Dec 2017, 7:28pm
You misunderstood my entire point. I merely stated that you're wrong with the statement that Frontiers Servers have something to do with calculating the NPCs you fight against.
I agree that you can't develop an AI capable of anything near human performance with the tech (and budget) that's available for games.
10 Dec 2017, 8:52pm
Thomas EvansSpent a long time thinking about exploring again, so I spend most of my play time today traveling to Obsidian Orbital.
only to be destroyed by someone waiting for me to get there with the Thargoid probe and sensor I managed to find, along with my first contact since that update.. the experience was totally ruined [img=620x115]https://inara.cz/data/sigs/86/86078.png[/img]
Yep, I burned through a lot of insurance early on before I could earn enough credits for an acceptably-outfitted DBX to go deep exploring in. It didn't take long before I figured out the best GTFO plan for me (which involves quickly watching what ships were doing on radar...if someone positions themselves behind you, be prepared to evade interdiction or quickly jump out). I pretty much never get interdicted anymore because it's pretty easy to avoid. These days, when I know I'm carrying a target on my hull I'm already primed when I jump into a populated system. Sometimes I'll submit to interdiction if I'm feeling a bit saucy and want to score a few combat points. If you're not good at avoiding interdiction, then make sure you have power configured to support boost (to get away from their mass influence for a quick jump to supercruise) and shields (if you're running with them).
10 Dec 2017, 9:17pm
Rebecca HailThat's the reason why you have minimum specifications. And if you understand how to throttle said process, you should also understand why you shouldn't throttle said process if you want to run the game with a good performance.
You misunderstood my entire point. I merely stated that you're wrong with the statement that Frontiers Servers have something to do with calculating the NPCs you fight against.
I agree that you can't develop an AI capable of anything near human performance with the tech (and budget) that's available for games.
I misunderstood then, I thought you were arguing that a sufficiently advanced AI was possible, hosted on the player's PC, my mistake.
10 Dec 2017, 11:07pm
Good ole Marra taught me that one ages ago. Still works like a charm.
11 Dec 2017, 12:33am
Some Hooligandon't expect the rabble rousers of the galaxy to go quietly into the night. It's just not our way.
I'd be disappointed if you did. Your rousing of rabble is entertaining for sure.
Chief ComplainerIt's time to find out if those "git gud" murderhobos will cry us a river once they're faced with harder opposition of the PvE kind. I can already hear the moaning on the FD boards
Au contraire, Mon Ami. I suspect they'll welcome the extra challenge with open arms. It will add to the fun if anything and add a sense of danger to the act of git-gud murderhoboing.
The Same Hooligan
Great stuff Scubadog - don't forget high waking can't be mass locked. If I'm entering a bad neighborhood, or know that lots of people are probably there looking to kill me, I'll pre-select a high wake target the moment I land in system.
Could you move to PC already so we can have that stock Sidewinder duel?
Last edit: 11 Dec 2017, 12:39am
11 Dec 2017, 12:48am
NFC PhistoGreat stuff Scubadog - don't forget high waking can't be mass locked. If I'm entering a bad neighborhood, or know that lots of people are probably there looking to kill me, I'll pre-select a high wake target the moment I land in system.
Good ole Marra taught me that one ages ago. Still works like a charm.
11 Dec 2017, 3:38pm
Rebecca Hail I agree that you can't develop an AI capable of anything near human performance with the tech (and budget) that's available for games.
I think this is great speculative fiction. A lovely fairy tale people like to tell themselves about human superiority at tasks as mundane as flying a primitive simulator. If anything, making NPC AI weak enough to put up a "challenge" that keeps people playing the game is a bigger challenge than making one that can "beat a good pilot". There is maybe 1% of the users of this site that could genuinely beat an off-the-shelf chess program. Thing is, if faced with a decent "AI" in an NPC, everyone would cry foul, claim the NPC is just "overpowered", say it is "cheating" by too accurately leading their target, etc, etc... FD calibrate their "AI" to be beatable by children to the point of billions of credits.
A skilled player will always beat a well-tuned AI because "well-tuned" means the AI is leashed, muzzled and crippled enough to give a mediocre player enough of a thrill to keep coming back. This says exactly nothing about how good the AI could be if it were to be made "good".
11 Dec 2017, 6:01pm
James HussarRebecca Hail I agree that you can't develop an AI capable of anything near human performance with the tech (and budget) that's available for games.
I think this is great speculative fiction. A lovely fairy tale people like to tell themselves about human superiority at tasks as mundane as flying a primitive simulator. If anything, making NPC AI weak enough to put up a "challenge" that keeps people playing the game is a bigger challenge than making one that can "beat a good pilot". There is maybe 1% of the users of this site that could genuinely beat an off-the-shelf chess program. Thing is, if faced with a decent "AI" in an NPC, everyone would cry foul, claim the NPC is just "overpowered", say it is "cheating" by too accurately leading their target, etc, etc... FD calibrate their "AI" to be beatable by children to the point of billions of credits.
A skilled player will always beat a well-tuned AI because "well-tuned" means the AI is leashed, muzzled and crippled enough to give a mediocre player enough of a thrill to keep coming back. This says exactly nothing about how good the AI could be if it were to be made "good".
Chess is a very, very different game from a space combat sim. Chess has well defined rules, combat does not. An AI could min-max it's ship, but knowing where to hunt, how a player will fight and respond? How does it deal with a sig tanker vs a shield tanker? Very, very different tactics are needed and image recognition isn't good enough, let alone doing it real time.
11 Dec 2017, 8:45pm
James HussarRebecca Hail I agree that you can't develop an AI capable of anything near human performance with the tech (and budget) that's available for games.
I think this is great speculative fiction. A lovely fairy tale people like to tell themselves about human superiority at tasks as mundane as flying a primitive simulator. If anything, making NPC AI weak enough to put up a "challenge" that keeps people playing the game is a bigger challenge than making one that can "beat a good pilot". There is maybe 1% of the users of this site that could genuinely beat an off-the-shelf chess program. Thing is, if faced with a decent "AI" in an NPC, everyone would cry foul, claim the NPC is just "overpowered", say it is "cheating" by too accurately leading their target, etc, etc... FD calibrate their "AI" to be beatable by children to the point of billions of credits.
A skilled player will always beat a well-tuned AI because "well-tuned" means the AI is leashed, muzzled and crippled enough to give a mediocre player enough of a thrill to keep coming back. This says exactly nothing about how good the AI could be if it were to be made "good".
In terms of pattern recognition, strategizing and improvisation let alone thinking outside of the box humans are superior to anything you can run on a standard machine. Anti-computer tactics not included.
AI in a computer game is supposed to simulate a human opponent, not to make it cheat the player out of existence by ignoring human limits.
The AI in Elite is completely different than the chess AI though. Their core purpose is the same, their technical implementation not even comparable. Another thing to add for the chess AIs. They brute force either the entire game or calculate twenty moves ahead, evaluate that and then pick the moves based on the evaluation. It reproduces the same steps a human would take, if one had enough time (and brain) to calculate this much in advance, much faster, thanks to heuristic methods. That's a difference in capacity, not in ability. And that only works because chess has a random chance of zero.
You seem to have a fairly simplistic view on AI development and the hurdles it runs into, namely calculating capacity and complexity.
11 Dec 2017, 10:46pm
Someone once said theres no stupid questions,but answers leads diffrent ways..Anyways,got a couple...
Theres 2 things u can change in Right hand cokpit menu,id Like too know/understand and have opinions about
1.Gunsight mode
-Leading? or
-Trailing?
2.Sensor Scale Type
-Linear? or
-Logaritmic?
And are these there just for Cmdr confort or should they be used moore effectivly,Do the Sensor behave diffrently between the two,for-example eXploration to finding targets.
The wepons are bought with certain adds,will it change anything to mess with the 2
Idont know...but stuff like this do not give first impression of change toomuch,i have scanned a couple of planets,but maybe range or something changes,and unfriendly ships Are deffently getting it asses full of green and bullets,but still,can get even higher accuracy.
Opinions,facts anybody!!:O
11 Dec 2017, 10:56pm
leading or trailing...hmm...question is what you find it easier...to aim at the opponent or to aim at the much smaller reticle...it's really a personal matter
Leading edge is the old style, HUD mini target follows your target, line your main reticule up to hit. The mini target can be a little faint on the HUD - particularly if you turn illumination down and it's not always easy to see precisely when you're lined up.
Trailing edge is the approach used in modern fighter aircraft. You maneuver to place the reticule over the target and fire when it's located on it. It's a cleaner, simpler system as you're only watching one reticule.
12 Dec 2017, 8:31pm
Last edit: 13 Dec 2017, 12:36am
12 Dec 2017, 9:18pm
13 Dec 2017, 5:01am
Rebecca HailJames HussarRebecca Hail I agree that you can't develop an AI capable of anything near human performance with the tech (and budget) that's available for games.
I think this is great speculative fiction. A lovely fairy tale people like to tell themselves about human superiority at tasks as mundane as flying a primitive simulator. If anything, making NPC AI weak enough to put up a "challenge" that keeps people playing the game is a bigger challenge than making one that can "beat a good pilot". There is maybe 1% of the users of this site that could genuinely beat an off-the-shelf chess program. Thing is, if faced with a decent "AI" in an NPC, everyone would cry foul, claim the NPC is just "overpowered", say it is "cheating" by too accurately leading their target, etc, etc... FD calibrate their "AI" to be beatable by children to the point of billions of credits.
A skilled player will always beat a well-tuned AI because "well-tuned" means the AI is leashed, muzzled and crippled enough to give a mediocre player enough of a thrill to keep coming back. This says exactly nothing about how good the AI could be if it were to be made "good".
In terms of pattern recognition, strategizing and improvisation let alone thinking outside of the box humans are superior to anything you can run on a standard machine. Anti-computer tactics not included.
AI in a computer game is supposed to simulate a human opponent, not to make it cheat the player out of existence by ignoring human limits.
The AI in Elite is completely different than the chess AI though. Their core purpose is the same, their technical implementation not even comparable. Another thing to add for the chess AIs. They brute force either the entire game or calculate twenty moves ahead, evaluate that and then pick the moves based on the evaluation. It reproduces the same steps a human would take, if one had enough time (and brain) to calculate this much in advance, much faster, thanks to heuristic methods. That's a difference in capacity, not in ability. And that only works because chess has a random chance of zero.
You seem to have a fairly simplistic view on AI development and the hurdles it runs into, namely calculating capacity and complexity.
I only studied AI as a side interest in my comp sci master's program, and I only worked on the periphery of several expert systems, neural network and other machine learning schemes for a bit less than a decade, so maybe you're right - maybe I just don't get the intricacies involved in the glorified Pac-Man that is ED's BGS and flight sim. I never studied game design, I worked on SCADA systems, broadband and mobile networks, mild financials and most recently security. Most of these areas don't require AI in the way gaming does, but they use several different variants of AI for decision reinforcement, future conditions prediction and optimization to great benefit.
Here's how I see it. We're playing in a small and well-circumscribed sandbox. The set of actions available to us is very limited - more limited from moment to moment than the search space of a chess board. The ED AI isn't solving for the entire game, it's solving for only the next few steps in a tactical encounter, and it is intentionally dumb and restricted. It CAN absolutely fly better than it does. It can track us better than it does with fixed weapons. Same with the BGS - the AI doing that has the brain power of a newt intentionally. The expert systems supporting major retailer sin figuring out the religious affiliation of the population surrounding their individual stores and deciding when to put pork chops on sale have more robust AI than our BGS does. The FD BGS AI can outwit, outlast and outplay us handily, except it is not allowed to because we'd all ragequit and FD would have to rent their hardware to bitcoin miners to keep the lights on.
If the AI was a challenge, people would not crave PvP. Honestly, I'd be curious how different the gaming experience in ED would be if we didn't know humans from NPCs at least some fraction of the time. It'd be an interesting spin on the Turing test, if nothing else.
Again, I'm not arguing the capabilities of AI at large. Humans are inferior to algorithms in any area we understand well enough to accurately express in code. Humans are superior to AI in areas we can't quite model well, yet, for now. ED is a completely fabricated universe; it's not an approximation of reality, it's a false and fully controlled reality, and as such it is in the first category. The only reason the game is playable is because the AI is necessarily dumber and more limited than the average player. This is not human superiority, it's FD programmers pulling the AI's punches are good design demands in order to entertain the humans who keep the servers, and staff, running with their money.
13 Dec 2017, 1:17pm
James Hussar
I only studied AI as a side interest in my comp sci master's program, and I only worked on the periphery of several expert systems, neural network and other machine learning schemes for a bit less than a decade, so maybe you're right - maybe I just don't get the intricacies involved in the glorified Pac-Man that is ED's BGS and flight sim. I never studied game design, I worked on SCADA systems, broadband and mobile networks, mild financials and most recently security. Most of these areas don't require AI in the way gaming does, but they use several different variants of AI for decision reinforcement, future conditions prediction and optimization to great benefit.
Well, good to know that your view on AI development isn't simplistic as I thought. I apologize.
In my defence, the initial post made assuming this relatively easy.
Here's how I see it. We're playing in a small and well-circumscribed sandbox. The set of actions available to us is very limited - more limited from moment to moment than the search space of a chess board. The ED AI isn't solving for the entire game, it's solving for only the next few steps in a tactical encounter, and it is intentionally dumb and restricted. It CAN absolutely fly better than it does. It can track us better than it does with fixed weapons. Same with the BGS - the AI doing that has the brain power of a newt intentionally. The expert systems supporting major retailer sin figuring out the religious affiliation of the population surrounding their individual stores and deciding when to put pork chops on sale have more robust AI than our BGS does. The FD BGS AI can outwit, outlast and outplay us handily, except it is not allowed to because we'd all ragequit and FD would have to rent their hardware to bitcoin miners to keep the lights on.
And that's one of the points were I disagree. ED is not less complex than chess, I wouldn't even dare to compare those two. Movement on three axis in 3 dimensional space is far from very limited and this excludes the 95% of the other functions the AI needs to use to be a halfway worthy opponent. Many of those are situational yes, but evaluating whether the situation is right or not, is an art on its own. Of course you can give the AI 100% accuracy, reflexes of a demigod and permanent knowledge of the position of the player, but would you actually achieve your goal with that? The goal of AIs in computer games is to simulate a human opponent, not to cheat the player out of existence, as I've said before. That goal is not met if the AI has no restrictions.
If the AI was a challenge, people would not crave PvP. Honestly, I'd be curious how different the gaming experience in ED would be if we didn't know humans from NPCs at least some fraction of the time. It'd be an interesting spin on the Turing test, if nothing else.
It'd be interesting, yes. Probably until someone has the idea to monitor the bandwith (Ctrl + B) to determine whether it's fighting against a human or an AI. I'm fairly certain that a lot of players would go through as AI pilots though.
Whether people would crave or not crave PvP then is another matter, which is in all honesty to controversial to go deeper into right now. I've had those discussions about PvP and PvE often enough, I don't need yet another of those, tbh.
Again, I'm not arguing the capabilities of AI at large. Humans are inferior to algorithms in any area we understand well enough to accurately express in code. Humans are superior to AI in areas we can't quite model well, yet, for now. ED is a completely fabricated universe; it's not an approximation of reality, it's a false and fully controlled reality, and as such it is in the first category. The only reason the game is playable is because the AI is necessarily dumber and more limited than the average player. This is not human superiority, it's FD programmers pulling the AI's punches are good design demands in order to entertain the humans who keep the servers, and staff, running with their money.
But you are arguing the capabilities of AI at large. I'm very well aware that AIs, computers and machines in general have the purpose to do things better, faster and more precise than we can with our own hands and brains. And as soon as you can express something sufficiently through an algorithm, we are inferior in most cases to the AI.
But there is still things we can't put in algorithms yet. Stuff like strategizing and improvisation, let alone thinking outside of the box. And those concepts still apply to ED, even if it's a "false and fully controlled reality". And as you can't put those concepts into algorithms the AI is prone against them.
In short: No, I don't think it's FDev holding down the AI on purpose to cater to the community, because a stronger AI is what a significant part of the community wants. It just has to stay within the reasonable range of price and performance for FDev as they don't do this for charity.
For the discussions about the community, other stuff related to the game like astrophysics and so on please use the General talk thread.
What does belong here:
- Questions, answers, tips and guides about ship loadouts, game activities like exploration, mining, combat and similar things that directly relate to the gameplay.
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- Discussion about "official" events from GalNet and community goals.
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