![]() ![]() Quake 3 Arena + Quake Live | Deathmatch, Tournament, Team-Deathmatch, 4-12 Playerĭownload: (5.3MB) map-13tokay.pk3 or map-13tokay.zip Quake 3 Arena + Quake Live | Deathmatch, Tournament, Team-Deathmatch, 4-10 Playerĭownload: (6.7MB) map-13arena.pk3 or map-13arena.zipĭownload: (6.8MB) map-13house.pk3 or map-13house.zip Quake 3 Arena + Quake Live | Deathmatch, Tournament, Team-Deathmatch, 4-8 Playerĭownload: (3MB) map-13hell.pk3 or map-13hell.zip Quake 3 Arena + Quake Live | Deathmatch, Tournament, Team-Deathmatch, 2-8 Playerĭownload: (4MB) map-13zone.pk3 or map-13zone.zip Meine aktuellen Projekte findet ihr rechts bei den WIP + Beta Maps zum testen.Īußerdem bin ich noch im Level Editing & Modeling Forum anzutreffen. Hinter jedem Panorama gibt's weitere Screenshots und ein paar Details zu den einzelnen Maps. Einige weniger seriöse aber möglicherweise trotzdem interessante Releases, hab ich mal mit zu den Fun Maps gepackt. ![]() Es sind natürlich auch viele Remakes, Remixes und CTF Konvertierungen dabei, die nicht nur allein auf meine Kappe gehen. Each of them takes 5 minutes, which translates into almost 2 years of continuous game play.Tach auch! - Hier findet ihr so gut wie alle Maps, welche vom mir erstellt wurden. Such good results are possible only after about 200,000 matches played. However, machine learning algorithms have one major disadvantage. Here it also turned out that artificial intelligence is doing better than a gifted player. Researchers also checked whether reflex restriction and accuracy affect the effectiveness of FTW bots. On the other hand, players were doing better if they were in a bot team. The tournament showed that trained artificial intelligence manages better than a human. The results of this experiment are very interesting. In one of the duels the players were steered with artificial intelligence, and in others the bots competed with the man. At the end, the researchers conducted an experiment in the form of a tournament in which 40 players competed and cooperated with artificial intelligence. Thanks to this, FTW bots have developed behaviors that are generic and not specific to a given map. Scientists have been changing maps on which algorithms have been learning all the time. The developed own version of the game Quake III allowed for quick generation of random maps that forced learning new solutions. Artificial intelligence was taught using genetic algorithms that strengthen behaviors that increase the chance of winning a team. Researchers did not use the original version of the game Quake III Arena, but developed a modification, which is based on the principles of the original. These include following a teammate, a campaign at the opponent base, and defending your own base.Īrtificial intelligence made the tournament better than real players The experiment conducted by DeepMind showed that FTW (Fight to Win) bots are able to independently learn strategies that are known to real players. In this way, it is enforced that the algorithms of artificial intelligence create behaviors that the good of the team translates into their own individual goals. It consists in the fact that the team wins, which in a limited time more times will intercept the flag placed in the base of the opponent and transfer it to its base. The Capture the Flag mode, which is very well-known to players of older FPS games, is quite an interesting challenge for artificial intelligence algorithms. The experiment was carried out using the modified game Quake III Arena and the Capture the Flag mode available there. Scientists from DeepMind (a company owned by Google) showed that their bots both compete well with real players and cooperate with them. One of them is the training of bots that are able to compete with players in various types of games. Artificial intelligence has many interesting applications. ![]()
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