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On this project each enemy have a "brain", which is a never trained neural network. The training process comes from the genetic algorithm: at the end of each round the GA calculate the fitness score for each individual, the higher the fitness The more likely to reproduce. The fitness score is based on a lot of things: total of shots fired, number of times it hits the player, number of times it hurt itself... I also punish the one who doesn't do nothing and the ones who shoots it's allies, so they have less chance to reproduce next round.

As a request, I'm giving the player 15% of their health back at the end of each round.



> I'm giving the player 15% of their health back at the end of each round.

Don't be stingy with health. The fun of this game is watching the opponents evolve. Keeping your health to stay alive is more of a chore, and isn't that fun IMO.

Giving players 100% of their health back will allow them to give more attention to the interesting aspect of the game, and less attention to the annoying chore of staying alive.

And personally, it was my assumption that I would recover my health every round, just like the AIs do. It took me a few rounds to realize that was not the case.


I'm inclined to give the player all it's health back, since you're the second one to suggest that


I'll third it. Health should recover fully with every round.


I've found the "hack": focus on killing the guys who are shooting and stand around, letting the lazy guys live for as long as possible. By gen 8 or so, I didn't even need to interact with the browser to win, they all suicided.


I'm punishing the ones who do nothing, but you way of thinking might work




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