maybe its because the can get more total points by pushing forward and taking the kills from there team mates and/or running out of time before they can get all the kills hope this helps
Something that might help the ai in weird situations is to have the number of agents be somewhat random during training. So that the strategies they develop are not numbers dependent.
The best theory I have that would result in red pogos moving closer is greed. I believe there is such a high reward per kill that each individual desires to kill more enemies then their teammates. The easiest way to make sure you get more kills? Be closer so more enemies is in your range. That way you could have snipped off 3-4 enemies before your ally could shoot a second from needing to wait for the slow zombies to get in range.
True, that was my assumption as well, however I normalized the kill reward based on the amount of zombies. So it shouldn't have been that influential, but indeed that seems like only solid reason so far
I doubt there would be any reward for having the most kills, beside having a high kill count. More likely a combination of two factors: Killing is more rewarding than getting close is punishing, and eliminating the zombies quickly minimizes the timer punishment.
I don't actually think they can see the wall, they don't have ray casts in the back of their heads. I'd recommend just un-sudokuing the wall, or give them a few wall ray casts.
Probably because AIs get to learn, while in the movies, the zombies, once they learned that they shouldn't do something if they don't want to die, it would be too late.
@@kinosaurs515 the only real problem with zombies is with how the virus spread. That's the only real threat in a zombie apocalypse not the fragile walking corpses
my best guess for humanity charging right in is that it could it be that they want to have as many zombies in range as possible? therefore prioritising kills over staying alive?
you could add some zombie variants, eg. a blue zombie that is twice as fast but has half the hitpoints, or a tanky zombie that is twice the size of a normal zombie and has twice the health, acting as a zombie meatshield.
I have an idea for a unit, the Pikeman: look= basic warior but with cattle hat helmet and a long pike. Damage=25 (Only deals damage if the metal part touches). Range=long but can only hit with the tip. Why it would be a good idea=the AI could come up with cool ideas like keeping the distance or actually making solid lines.
@@Zuzelo no: -it should add knockback whenever it hits -you can only hit with the tippy tip -whenever any pike gets hit they get sent into a panic mode where they lift their pike up cannot deal damage while trying to run away
Add mecromancer. Can spawn a max of 4 zombies by using all its energy. It also has reduced energy regeneration and has low health. It might be bad by its own, but with a tank or in a mass it will be really good
would be cool to have a PVE shooter where you fight against AI that learns after every match and see what strategys it comes up with after several months of learning
14:55 simple answer spawn killing. I think the AI learned that if they give the zombies more distance they die faster, and because of that they probably go closer to stop them from making more distance, which will hopefully stop death
My assumption for musketeers pushing is that punishment for getting closer is less than the reward they get from killing more zombies quicker so they end up this way. Maybe make the close range punishment bigger and see if it fixes things. Aslo a little idea here. Musketeers with piercing bullets. Shoot slower than the regular ones but can hit several enemies in a row.
I think they are pushing because they need clear sight of their target to not friendly fire. So by pushing further they don't have friendlies in front of them. Then of course, someone else wants to get in position before them
Zombie type ideas: - Normal (they already exist, but are now 2-hit for melee units and 1-hit for ranged units) - Fast (they are 50% faster, but have 25% less health) - Armoured (have 50% more health but twice as slow) - Frogjumps (jump like frogs with 3x speed but are one hit, also shoot poison that deals small amounts of damage over a long time) - Mages (spawn reinforcements of 3-5 zombies at 25% health) - Giant (4 times as slow but has 300% health) - Baby (has a smaller hitbox and moves twice as fast, but deals 2x less damage. - Doctor (may heal other zombies)
I think they might push up fotlrvtwo reasons: Bloodlust: The sooner they can start killing the sooner they can get the rewards for killing Space to retreat: The further theyvare from their start position the more space they have to fall back and kite into. If they stayed at the start once the zombies get to the musketmen, they would have less room to retreat into before hitting the wall. Train then on the full map so they might think to retreat northnot just back east on the map. Also it means the zombies can learn to encircle and flank them
A more accurate result may be retrieved if the humans are rather rewarded for staying alive longer rather than prioritizing kills, perhaps even putting them in a apartment complex type envrioment with varying mumbers of zombies at varying positions per round
If they are rewarded for staying alive longer they just start running without killing anyone :D Happened in first episodes of AI Wars. As for spawning zombies at different positions, this might indeed help to make the training more robust
@@Zuzelo sorry I made a reply comment to my own due to being unable to edit comments, you might gain better results by making the incentive of staying alive on par with killing zombies, though im not an AI expert by any means and this may be a little complex for the AI and leave them not fully understanding what to do. My other suggestion was to incentivize the humans to reach the end of a slightly more architecturally inclined layout, like as stated earlier an apartment complex or, so on with, also as stated varying numbers of zombies at varying positions. Perhaps even adding an additional form of human with higher HP and give them melee weaponry, or allow musketeers to swap between muskets and melee meant to emulate, clearing a building or so on like you see in The Walking Dead or any other number of your favorite zombie shows
Tank: large turreted machine gun and cannon with large health pool armor the subtracts from damage taken a weak point in the back of the body and a ramming attack against anything with human-like health.
Maybe the bots developed an idea that with certain numbers a shorter range to nearest zombie was acceptable since higher kills per second and more zombies in range meant no wait time and no threat and the large number of muskets broke the AIs teamwork algorithm
Them pushing in is really smart for their survival though, if they can see they’re stuck in a small arena they know they can only fall back so far before they die to either the wall, or zombies. So they are pushing as far forward as they can before it isn’t worth the risk of being close to the zombies, and then they can hold much more ground as they kill, and it gives them much more room to very slowly fall back as the zombies slowly overwhelm them. This is also based on the part where you mention the musketeers have a range. So it makes sense to me instead of tucking away into a corner where I can’t even shoot at zombies, to go and take some ground and be in a position to shoot.
@@Zuzelo hey you can always focus the camera for specific moments and even make it so when the camera is far away from the AI a small box appaers above it, with the color determining the sides
i have a funny idea: give the musketeers bearskin shako hats, give them a flintlock pistol sidearm, and small throwable bombs! guts and blackpowder reference?
yeah, might be that god collider bug... As for reward, I have normalized the kill reward based on enemy amount, so I dont think it was so big that it would override the range reward
The Musketeers might get close to the zombies because if two factors 1. They have bad aim,closer = better chance of hitting 2. The Zombies are too slow to get them before they get shot down.
Are they still being punished for existing? Because if they are, they probably want to start killing so they can get some rewards to counter the punishment instead of standing around and just taking the punishment. That's my best guess besides the already mentioned 'more room to fall back' guess.