{"id":52119,"date":"2019-11-01T00:00:00","date_gmt":"2019-10-31T21:00:00","guid":{"rendered":"https:\/\/prohoster.info\/blog\/blog_prohoster\/kak-ustroen-gibridnyj-igrovoj-ii-i-v-chyom-ego-preimushhestva"},"modified":"2020-02-18T13:59:47","modified_gmt":"2020-02-18T10:59:47","slug":"kak-ustroen-gibridnyj-igrovoj-ii-i-v-chyom-ego-preimushhestva","status":"publish","type":"post","link":"https:\/\/prohoster.info\/ro\/blog\/news\/kak-ustroen-gibridnyj-igrovoj-ii-i-v-chyom-ego-preimushhestva","title":{"rendered":"Cum func\u021bioneaz\u0103 AI-ul hibrid \u00een jocuri \u0219i care sunt avantajele sale","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>\u00cen continuarea subiectului discutat anterior pe blogul nostru <noindex><a rel=\"nofollow\" href=\"https:\/\/habr.com\/ru\/company\/pixonic\/blog\/428892\/\"> despre inteligen\u021ba artificial\u0103 \u00een jocuri<\/a><\/noindex> vom discuta despre c\u00e2t de aplicabil este \u00een acest context \u00eenv\u0103\u021barea automat\u0103 \u0219i \u00een ce form\u0103. Expertiza \u0219i solu\u021biile pe care le-am ales pe baza acesteia <noindex><a rel=\"nofollow\" href=\"https:\/\/www.gamasutra.com\/blogs\/JakobRasmussen\/20180326\/315812\/Are_Hybrid_AIs_the_Answer_to_Better_Gaming_AI.php\">a fost \u00eemp\u0103rt\u0103\u0219it\u0103 de<\/a><\/noindex> expertul \u00een domeniul inteligen\u021bei artificiale de la Apex Game Tools, Jacob Rasmussen.<\/p>\n<p><img decoding=\"async\" alt=\"Cum func\u021bioneaz\u0103 AI-ul hibrid \u00een jocuri \u0219i care sunt avantajele sale\" src=\"\/wp-content\/uploads\/2019\/11\/828be058dffa643debe57b96dec21a22.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n\u00cen ultimii ani, s-au purtat multe discu\u021bii despre faptul c\u0103 \u00eenv\u0103\u021barea automat\u0103 va schimba radical industria jocurilor, deoarece aceast\u0103 tehnologie a devenit deja revolu\u021bionar\u0103 \u00een multe alte aplica\u021bii digitale. Dar nu trebuie uitat c\u0103 jocurile sunt mult mai complexe dec\u00e2t un simulator de condus, un program de control al dronelor sau algoritmi de recunoa\u0219tere facial\u0103. <noindex><a rel=\"nofollow\" name=\"habracut\"><\/a><\/noindex><\/p>\n<p>\u00cenc\u0103 \u00een industria jocurilor se folosesc metode tradi\u021bionale de inteligen\u021b\u0103 artificial\u0103, cum ar fi metodele automate finite, arborii de comportament \u0219i \u2014 din ce \u00een ce mai des \u2014 inteligen\u021ba bazat\u0103 pe utilitate (sisteme bazate pe utilitate). Astfel de inteligen\u021be sunt denumite \u0219i design-based (inteligen\u021b\u0103 artificial\u0103 de design) sau sisteme expert. Dar devine din ce \u00een ce mai evident \u2014 mai ales pentru juc\u0103tori \u2014 c\u0103 aceste sisteme sunt tot mai pu\u021bin potrivite pentru crearea de adversari cu adev\u0103rat avansa\u021bi care s\u0103 imite comportamentul juc\u0103torilor. Acest lucru este valabil \u00een special pentru solu\u021biile creative. Acest lucru se datoreaz\u0103 faptului c\u0103 dezvoltatorii inteligen\u021bei artificiale nu reu\u0219esc s\u0103 ia \u00een considerare toate tacticile \u0219i strategiile posibile de comportament \u0219i s\u0103 le implementeze cu succes \u00een sistemele tradi\u021bionale de inteligen\u021b\u0103 artificial\u0103. pentru juc\u0103tori, aceasta se traduce adesea printr-o experien\u021b\u0103 plictisitoare \u0219i previzibil\u0103 atunci c\u00e2nd joac\u0103 \u00eempotriva unui adversar al c\u0103rui comportament este u\u0219or de memorat.<\/p>\n<p>Aceast\u0103 situa\u021bie este determinat\u0103 de numeroase motive, dar unul dintre cele mai importante este incapacitatea inteligen\u021bei artificiale de a \u00eenv\u0103\u021ba. Prin urmare, atunci c\u00e2nd se dezvolt\u0103 inteligen\u021ba artificial\u0103 pentru adversari, vine de la sine ideea trecerii la \u00eenv\u0103\u021barea automat\u0103, care s-a dovedit a fi foarte eficient\u0103 \u00een multe alte aplica\u021bii. Totu\u0219i, exist\u0103 c\u00e2teva nuan\u021be de care trebuie \u021binut cont. Astfel, inteligen\u021ba artificial\u0103 din jocuri trebuie s\u0103 fie capabil\u0103 s\u0103 se adapteze la orice situa\u021bie \u0219i s\u0103 foloseasc\u0103 avantajele pe care aceasta le ofer\u0103, precum \u0219i s\u0103 se adapteze la diferitele stiluri de joc ale adversarilor \u2014 juc\u0103tori umani \u0219i alte inteligen\u021be artificiale. <\/p>\n<p><\/p>\n<h3>Cum stau lucrurile acum<\/h3>\n<p>\nCompania britanic\u0103 DeepMind, care se ocup\u0103 cu dezvoltarea inteligen\u021bei artificiale, a ar\u0103tat recent cum AI poate \u00eenv\u0103\u021ba singur s\u0103 joace jocuri, s\u0103 \u00eenve\u021be regulile acestora \u0219i s\u0103 g\u0103seasc\u0103 modalit\u0103\u021bi de a finaliza jocul sau de a c\u00e2\u0219tiga \u2014 deocamdat\u0103, \u00eens\u0103, doar cu exemple de jocuri simple, precum jocurile timpurii. <noindex><a rel=\"nofollow\" href=\"https:\/\/deepmind.com\/research\/publications\/playing-atari-deep-reinforcement-learning\/\">Atari<\/a><\/noindex> \u2014 de exemplu, \u0219ahul \u0219i jocul logic japonez go. Rezultatele ob\u021binute pentru aceste jocuri arat\u0103 c\u0103 inteligen\u021ba artificial\u0103 este capabil\u0103 s\u0103 \u00ee\u0219i formeze o evaluare adecvat\u0103 a situa\u021biei de pe tabl\u0103. \u00cen ceea ce prive\u0219te adaptarea AI la diferitele stiluri de joc ale adversarului, rezultatele nu sunt deocamdat\u0103 la fel de impresionante.<\/p>\n<p>\u00cen prezent, re\u021belele neuronale au \u00eenv\u0103\u021bat deja s\u0103 recunoasc\u0103 imagini \u0219i s\u0103 conduc\u0103 automobile. Dar aceste func\u021bii pot fi implementate \u0219i cu arhitecturi relativ simple, chiar dac\u0103 rezultatul final devine destul de complex \u0219i voluminos. De exemplu, AI-ul de recunoa\u0219tere a imaginilor de pe Facebook are o ad\u00e2ncime de aproximativ 100 de straturi, ceea ce \u00eel face s\u0103 semene cu un creier biologic \u2014 datorit\u0103 num\u0103rului \u0219i complexit\u0103\u021bii conexiunilor \u00eentre neuroni care formeaz\u0103 o re\u021bea mare. <\/p>\n<p><\/p>\n<h3>AI-ul de joc<\/h3>\n<p>\n\u00cen ceea ce prive\u0219te aplicarea \u00eenv\u0103\u021b\u0103rii automate \u00een industria jocurilor, exist\u0103 o serie de constr\u00e2ngeri care \u00eempiedic\u0103 utilizarea acestui tip de arhitectur\u0103. Acestea includ cerin\u021bele sistemului, \u00een special cele referitoare la CPU, care determin\u0103 capacitatea computerului de a procesa structuri complexe de joc \u0219i adecvarea acestuia pentru povestirea \u0219i gameplay-ul jocului. <\/p>\n<p>Astfel, se dovede\u0219te c\u0103, \u00een multe jocuri, pentru a implementa un sistem complex de inteligen\u021b\u0103 artificial\u0103, nu exist\u0103 posibilitatea de a organiza hardware-ul necesar \u0219i cu at\u00e2t mai pu\u021bin clustere de servere, care exist\u0103, de exemplu, pentru re\u021belele de recunoa\u0219tere a imaginilor de la Facebook. Uneori, trebuie s\u0103 func\u021bioneze simultan mai multe IA \u2014 \u0219i nu doar pe computere, ci \u0219i pe dispozitive mobile \u0219i pe alte platforme mai pu\u021bin performante. Toate acestea impun restric\u021bii asupra dimensiunii \u0219i complexit\u0103\u021bii arhitecturii de \u00eenv\u0103\u021bare automat\u0103, av\u00e2nd \u00een vedere c\u0103 toate calculele trebuie efectuate \u00eentr-un interval de timp de aproximativ 1 sau 2 milisecunde. Desigur, se pot utiliza diverse tehnologii de optimizare \u0219i distribuire a sarcinilor \u00eentre cadre, dar tot nu se reu\u0219e\u0219te s\u0103 sc\u0103p\u0103m complet de aceste restric\u021bii.<\/p>\n<p>Problemele serioase pentru IA pot fi cauzate de complexitatea jocului. \u00cen jocuri precum StarCraft II, mecanica jocului este mult mai complex\u0103 dec\u00e2t \u00een jocurile Atari. Prin urmare, nu ar trebui s\u0103 ne a\u0219tept\u0103m ca, la o anumit\u0103 rat\u0103 de cadre \u0219i cu cerin\u021be sistemice cunoscute, \u00eenv\u0103\u021barea automat\u0103 s\u0103 poat\u0103 \u00eenv\u0103\u021ba \u00eentreaga stare a jocului \u0219i s\u0103 interac\u021bioneze cu aceasta. A\u0219a cum un juc\u0103tor se ghideaz\u0103 adesea pe baza intui\u021biei \u00een etapele incipiente ale jocului, la fel \u0219i IA trebuie s\u0103 \u00eenve\u021be procesarea ini\u021bial\u0103 a st\u0103rii jocului pentru a simplifica continuarea acestuia. De exemplu, \u00eentr-unul dintre cele mai recente <noindex><a rel=\"nofollow\" href=\"https:\/\/deepmind.com\/blog\/article\/alphastar-mastering-real-time-strategy-game-starcraft-ii\">API pentru Starcraft II<\/a><\/noindex> pe h\u0103r\u021bi este afi\u0219at\u0103 doar informa\u021bia pe care dezvoltatorii au considerat-o important\u0103: \u00eentr-un caz, IA a utilizat o versiune redus\u0103 a \u00eentregului teritoriu al h\u0103r\u021bii, iar \u00een al doilea \u2014 asem\u0103n\u0103tor cu juc\u0103torul, a putut muta camera, iar percep\u021bia sa a fost limitat\u0103 la informa\u021biile de pe ecran.<\/p>\n<p><img decoding=\"async\" alt=\"Cum func\u021bioneaz\u0103 AI-ul hibrid \u00een jocuri \u0219i care sunt avantajele sale\" src=\"\/wp-content\/uploads\/2019\/11\/269321549d5c3a1077666532cec55d12.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Vizualizarea jocului IA AlphaStar \u00eempotriva juc\u0103torului \u00een StarCraft II: captura de ecran arat\u0103 observa\u021biile \u201epure\u201d de baz\u0103, activitatea re\u021belei neuronale, unele dintre ac\u021biunile sale posibile \u0219i coordonatele, precum \u0219i rezultatul estimat al meciului.<\/i><\/p>\n<p>Acesta este un aspect deosebit de relevant \u00een cazul jocurilor. Adesea, metodele conven\u021bionale de rezolvare a problemelor de \u00eenv\u0103\u021bare automat\u0103 nu sunt aplicabile inteligen\u021bei artificiale \u00een jocuri. De exemplu, nu trebuie neap\u0103rat s\u0103 c\u00e2\u0219tige sau s\u0103 fac\u0103 tot ce depinde de el pentru a ob\u021bine victoria, a\u0219a cum s-a \u00eent\u00e2mplat \u00een cazul jocurilor Atari. Rolul AI este mai degrab\u0103 acela de a face experien\u021ba de joc mai captivant\u0103. Este posibil s\u0103 trebuiasc\u0103 s\u0103 joace un rol \u0219i s\u0103 se comporte a\u0219a cum se cuvine pentru personajul pe care \u00eel reprezint\u0103. Astfel, AI-urile din jocuri sunt mai legate de designul de joc \u0219i de povestire \u0219i trebuie s\u0103 aib\u0103 instrumentele necesare pentru a-\u0219i gestiona comportamentul \u00een vederea atingerii unui obiectiv stabilit. \u00cenv\u0103\u021barea automat\u0103 \u00een sine nu este \u00eentotdeauna potrivit\u0103 pentru acest lucru - a\u0219adar, este necesar s\u0103 c\u0103ut\u0103m ceva diferit. <\/p>\n<p><\/p>\n<h3>Probleme practice ale \u00eenv\u0103\u021b\u0103rii automate<\/h3>\n<p>\nAceste probleme au ap\u0103rut \u00een timpul dezvolt\u0103rii inteligen\u021bei artificiale bazate pe \u00eenv\u0103\u021barea automat\u0103 pentru <noindex><a rel=\"nofollow\" href=\"https:\/\/steamcommunity.com\/app\/621940\">Unleash<\/a><\/noindex>, unde AI-ul trebuie s\u0103 se comporte ca juc\u0103tori obi\u0219nui\u021bi - adic\u0103, s\u0103 fie la fel de flexibili \u0219i ingenio\u0219i. <\/p>\n<p>La fel ca \u00een Starcraft II, Unleashed este mult mai complex dec\u00e2t \u0219ahul \u0219i go-ul pentru Atari. Gameplay-ul este intuitiv \u0219i u\u0219or de st\u0103p\u00e2nit, dar pentru a avea \u00eentr-adev\u0103r succes, sunt necesare anumite abilit\u0103\u021bi de gestionare a meta. Juc\u0103torul trebuie s\u0103 construiasc\u0103 labirinturi, s\u0103 elibereze mon\u0219tri asupra inamicilor \u0219i s\u0103 \u00ee\u0219i planifice strategia \u00een economie, atac \u0219i ap\u0103rarea structurilor pe parcursul \u00eentregului joc. Pentru aceasta, trebuie s\u0103 blufeze \u0219i s\u0103 anticipeze mi\u0219c\u0103rile altora, gestion\u00e2nd de asemenea meta psihologic\u0103 - aceasta fiind ceea ce transform\u0103 pokerul \u00eentr-o experien\u021b\u0103 mult mai complex\u0103 dec\u00e2t o simpl\u0103 joc statistic.<\/p>\n<p><img decoding=\"async\" alt=\"Cum func\u021bioneaz\u0103 AI-ul hibrid \u00een jocuri \u0219i care sunt avantajele sale\" src=\"\/wp-content\/uploads\/2019\/11\/70fec14225b2c46af4a772216118e6e8.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Captur\u0103 de ecran din Unleashed<\/i><\/p>\n<p>\u00cen c\u0103utarea unei arhitecturi cel mai potrivite pentru aceste scopuri, tehnologiile precum <noindex><a rel=\"nofollow\" href=\"https:\/\/www.cs.ucf.edu\/~kstanley\/\">neuroevolu\u021bia<\/a><\/noindex> \u0219i \u00eenv\u0103\u021barea profund\u0103 au fost integrate \u00een joc \u00eentr-o form\u0103 practic neschimbat\u0103, pentru a verifica cum se comport\u0103 acestea \u00een form\u0103 brut\u0103 ca AI adversar. <\/p>\n<p>A fost groaznic. <\/p>\n<p>A devenit clar rapid c\u0103 \u00een Unleashed trebuie rezolvate multe probleme globale, la care este greu de adaptat \u00eenv\u0103\u021barea automat\u0103. <\/p>\n<p>Una dintre ele este construirea unui labirint eficient. A\u0219a cum se \u00eent\u00e2mpl\u0103 \u00een multe jocuri \u00een care obiectivul este protejarea turnului, juc\u0103torii trebuie s\u0103 construiasc\u0103 un labirint \u00een jurul acestuia, prin care vor p\u0103trunde mon\u0219tri. Acestora trebuie s\u0103 li se fac\u0103 fa\u021b\u0103 cu ajutorul armelor plasate \u00een labirint. Ideal ar fi ca labirintul s\u0103 fie c\u00e2t mai lung, pentru a reu\u0219i s\u0103 provoace un num\u0103r suficient de daune mon\u0219trilor \u0219i a nu le permite s\u0103 ajung\u0103 la turn. Pentru unele tipuri de arme, mon\u0219tri sunt mai vulnerabili dec\u00e2t pentru altele, a\u0219a c\u0103, pentru eficien\u021b\u0103 mai mare, ar fi bine s\u0103 fie a\u0219ezate \u00een labirint mai devreme dec\u00e2t celelalte. Specificitatea Unleash const\u0103 \u00een faptul c\u0103 nu exist\u0103 un labirint ideal: \u00een joc sunt at\u00e2t de multe tipuri de mon\u0219tri \u00eenc\u00e2t, \u00eentr-un fel sau altul, cineva dintre ei va trece neobservat printr-o anumit\u0103 zon\u0103 a labirintului. Orice labirint trebuie adaptat la noii mon\u0219tri introduce\u021bi de al\u021bi juc\u0103tori. Astfel, a fost necesar nu doar s\u0103 \u00eenv\u0103\u021b\u0103m inteligen\u021ba artificial\u0103 s\u0103 construiasc\u0103 labirinte, ci s\u0103 o \u00eenv\u0103\u021b\u0103m s\u0103 creeze labirinte eficiente pentru diferite scenarii, cu care se poate \u00eent\u00e2lni at\u00e2t \u00een versiunile timpurii, c\u00e2t \u0219i \u00een cele mai avansate ale jocului. <\/p>\n<p>De asemenea, IA trebuie s\u0103 \u00eenve\u021be s\u0103 estimeze ce mon\u0219tri vor ap\u0103rea \u00een labirint. Aceasta este o problem\u0103 invers\u0103 \u00een raport cu construirea labirintului. A\u0219a cum se \u00eent\u00e2mpl\u0103 \u00een multe alte jocuri, \u00een Unleash nu este suficient doar s\u0103 \u00ee\u021bi m\u0103re\u0219ti armata \u0219i s\u0103 o trimi\u021bi \u00een tab\u0103ra inamicului: este necesar, de asemenea, s\u0103 spionezi ap\u0103rarea inamicului \u0219i s\u0103 structurezi armata astfel \u00eenc\u00e2t s\u0103 love\u0219ti c\u00e2t mai eficient punctele slabe ale adversarului. Armata de mon\u0219tri trebuie s\u0103 interac\u021bioneze \u00eentre ei astfel \u00eenc\u00e2t s\u0103 reu\u0219easc\u0103 s\u0103 str\u0103pung\u0103 labirintul. Uneori este necesar s\u0103 eliberezi mon\u0219tri \u00eentr-o anumit\u0103 ordine, \u00een func\u021bie de func\u021biile \u0219i rolurile acestora. Acest lucru cre\u0219te, de asemenea, num\u0103rul de combina\u021bii posibile.<\/p>\n<p>\u00cen cele din urm\u0103, deoarece juc\u0103torul trebuie at\u00e2t s\u0103 creeze labirinturi, c\u00e2t \u0219i s\u0103 adune o armat\u0103 de mon\u0219tri, IA trebuie s\u0103 \u00eenve\u021be, de asemenea, s\u0103 g\u0103seasc\u0103 un echilibru \u00eentre atac \u0219i ap\u0103rare. Este important de men\u021bionat c\u0103 cu c\u00e2t juc\u0103torul \u00ee\u0219i dezvolt\u0103 mai mult armata de mon\u0219tri \u0219i \u00ee\u0219i construie\u0219te labirintul, cu at\u00e2t are nevoie de mai multe resurse pentru acest lucru. Prin urmare, strategia corect\u0103 de atac este extrem de important\u0103 at\u00e2t pentru economia jocului, c\u00e2t \u0219i pentru victorie. Pentru a asigura competitivitatea, IA trebuie s\u0103 fie capabil\u0103 s\u0103-\u0219i gestioneze resursele astfel \u00eenc\u00e2t s\u0103 creeze o armat\u0103 puternic\u0103 de mon\u0219tri, f\u0103r\u0103 a compromite for\u021ba labirintului. Investi\u021bia maxim\u0103 \u00een mon\u0219tri poate fi profitabil\u0103 din punct de vedere economic, dar cre\u0219te riscul ca labirintul s\u0103 fie capturat de mon\u0219tri inamici. Pe de alt\u0103 parte, dac\u0103 se opteaz\u0103 pentru \u00eent\u0103rirea ap\u0103r\u0103rii labirintului, acest lucru poate afecta economia. Niciunul dintre aceste scenarii nu va duce la victorie. Astfel, problema optimiz\u0103rii \u00een Unleashed se dovede\u0219te a fi mai complex\u0103 dec\u00e2t \u00een cazul \u0219ahului sau Starcraft-ului, implic\u00e2nd necesitatea de a sacrifica ceva \u0219i de a calcula beneficiile pe mai multe nivele \u00een avans. <\/p>\n<p>Pe m\u0103sur\u0103 ce inteligen\u021ba artificial\u0103 \u00eenva\u021b\u0103, apar numeroase probleme neprev\u0103zute anterior. Astfel, ini\u021bial, IA ajungea frecvent la un anumit nivel de dezvoltare \u00een care \u00eencepea s\u0103 \u00een\u021beleag\u0103 anumite aspecte ale jocului \u2014 de exemplu, care arme din labirint sunt eficiente \u00eempotriva anumitor tipuri de mon\u0219tri sau care mon\u0219tri trec cel mai bine prin anumite sec\u021biuni ale labirintului. \u00cens\u0103 \u00eenv\u0103\u021barea a fost lent\u0103 \u0219i a dus la dezvoltarea unor strategii repetitive. <\/p>\n<p><\/p>\n<h3>Necesitatea abord\u0103rilor paralele<\/h3>\n<p>\n\u00cen timp ce dezvoltarea AI-ului bazat pe \u00eenv\u0103\u021barea automat\u0103 a evoluat lent \u0219i nu a fost deosebit de reu\u0219it\u0103, pentru alte etape de testare \u0219i dezvoltare a fost necesar un AI mai bun \u0219i AI-uri concurente mai de \u00eencredere. Pentru implementarea acestora a fost utilizat\u0103 arhitectura Utility, care permite crearea de AI-uri specializate pentru testarea \u0219i verificarea calit\u0103\u021bii jocului, teste interne \u0219i echilibrarea armelor \u0219i mon\u0219trilor, precum \u0219i crearea de labirinturi \u0219i mon\u0219tri specifici. Cu toate acestea, pe parcursul dezvolt\u0103rii Unleash, creatorii au perfec\u021bionat \u0219i ei abilit\u0103\u021bile \u00een parcursul acestuia, iar apoi au decis s\u0103 foloseasc\u0103 cuno\u0219tin\u021bele dob\u00e2ndite pentru a crea un AI Utility mai complex. Astfel, a devenit clar c\u0103 multe probleme ap\u0103rute \u00een sistemele de inteligen\u021b\u0103 artificial\u0103 bazate pe \u00eenv\u0103\u021barea automat\u0103 pot fi u\u0219or rezolvate cu ajutorul sistemelor Utility care utilizeaz\u0103 cuno\u0219tin\u021bele \u00eencorporate \u00een acestea, \u0219i invers. <\/p>\n<p>De exemplu, labirinturile mai eficiente sunt mai bine construite cu ajutorul AI-ului Utility, bazat pe cuno\u0219tin\u021bele acumulate din rezultatele testelor interne. Este u\u0219or s\u0103 descrii \u0219i s\u0103 programezi un algoritm de construc\u021bie a labirintului \u0219i de plasare a armelor \u00een el astfel \u00eenc\u00e2t s\u0103 fie mai u\u0219or s\u0103 aperi turnul de mon\u0219tri specifici pentru un juc\u0103tor viu. \u00cen schimb, crearea unei armate de mon\u0219tri pe baza cuno\u0219tin\u021belor despre baza inamic\u0103 s-a dovedit a fi o sarcin\u0103 complex\u0103 pentru astfel de AI, deoarece num\u0103rul diferitelor condi\u021bii \u0219i combina\u021bii care trebuie luate \u00een considerare era cople\u0219itor. Cu un astfel de tip de arhitectur\u0103 AI, c\u0103utarea seturilor potrivite de mon\u0219tri ar dura o eternitate. \u00cen aceste condi\u021bii, av\u00e2nd restric\u021bii, \u00eenv\u0103\u021barea profund\u0103 ar fi fost solu\u021bia ideal\u0103 pentru aceast\u0103 sarcin\u0103. <\/p>\n<p><\/p>\n<h3>Crearea AI-urilor hibride<\/h3>\n<p>\nAstfel, s-a decis s\u0103 se combine dou\u0103 metode \u0219i astfel s\u0103 se creeze un sistem hibrid de inteligen\u021b\u0103 artificial\u0103 bazat pe \u00eenv\u0103\u021bare automat\u0103 \u0219i Utility. Ideea a fost c\u0103 acolo unde era necesar\u0103 procesarea unui num\u0103r uria\u0219 de combina\u021bii \u0219i st\u0103ri ale jocului, sau unde era necesar s\u0103 o \u00eenve\u021be ceva, se utiliza \u00eenv\u0103\u021barea automat\u0103. Pentru alte sarcini, unde era mai bine s\u0103 ne baz\u0103m pe experien\u021ba personal\u0103 a dezvoltatorilor, au fost implicate sistemele Utility. Avantajul acestei abord\u0103ri const\u0103 \u0219i \u00een faptul c\u0103, atunci c\u00e2nd este necesar, se poate controla mai bine comportamentul AI-ului, pentru a asigura o urm\u0103rire mai precis\u0103 a obiectivului stabilit. De exemplu, se poate folosi AI-ul Utility pentru a asigura un echilibru \u00eentre atac \u0219i ap\u0103rare, cre\u00e2nd astfel diferite niveluri de agresivitate, sau pot fi create diferite configura\u021bii de labirinturi pentru diferite AI-uri, pentru a le forma stiluri de joc individuale. De asemenea, se pot seta re\u021bele neuronale cu anumite sisteme de valori pentru a forma diferite preferin\u021be \u00een selectarea mon\u0219trilor aerieni sau terestre \u0219i astfel s\u0103 se adauge \u0219i \u00een AI-uri individualitate. Exist\u0103 \u00eenc\u0103 multe alte op\u021biuni pentru implementarea solu\u021biilor de proiectare, iar toate acestea subliniaz\u0103 punctele forte ale fiec\u0103rui tip de arhitectur\u0103 AI. <\/p>\n<p>Abordarea hibrid\u0103 a fost, de asemenea, un r\u0103spuns la o alt\u0103 \u00eentrebare, care s-a ridicat \u00een fa\u021ba echipei de dezvoltatori \u00een timpul dezvolt\u0103rii inteligen\u021bei artificiale pentru Unleash: ar trebui s\u0103 aplic\u0103m o re\u021bea neuronal\u0103 ad\u00e2nc\u0103 global\u0103 bazat\u0103 pe \u00eenv\u0103\u021bare automat\u0103 pentru a lua \u00een considerare toate datele de intrare \u0219i ie\u0219ire sau ar fi mai bine s\u0103 proiect\u0103m AI-ul cu o structur\u0103 ierarhic\u0103? <\/p>\n<p><img decoding=\"async\" alt=\"Cum func\u021bioneaz\u0103 AI-ul hibrid \u00een jocuri \u0219i care sunt avantajele sale\" src=\"\/wp-content\/uploads\/2019\/11\/0e1aac2e77bd22489e83066eb8e9fed2.jpeg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Cele dou\u0103 arhitecturi utilizate \u00een Unleash: la st\u00e2nga \u2014 o re\u021bea neuronal\u0103 ad\u00e2nc\u0103 mare cu o arhitectur\u0103 unic\u0103, la dreapta \u2014 un sistem ierarhic, \u00een care fiecare re\u021bea are propria sarcin\u0103.<\/i><\/p>\n<p>\u0218i totu\u0219i, ne-ar pl\u0103cea s\u0103 cre\u0103m o abordare comun\u0103 pentru sistemul de inteligen\u021b\u0103 artificial\u0103, \u00een arhitectura c\u0103ruia dezvoltatorii s\u0103 nu \u00ee\u0219i \u00eencorporeze experien\u021ba proprie. Totu\u0219i, cu c\u00e2t se efectuau mai multe intr\u0103ri \u00een joc, cu at\u00e2t re\u021beaua neural\u0103 crescuse mai mult. \u00cen acest context, nu se putea separa antrenamentul AI-ului \u0219i a-i \u00eenv\u0103\u021ba un singur aspect: fie ap\u0103rarea, fie atacul. \u0218i existau temeri c\u0103 o abordare mai general\u0103 ar conduce la o cre\u0219tere semnificativ\u0103 a num\u0103rului de calcule. <\/p>\n<p>De aici a ap\u0103rut ideea de a crea o arhitectur\u0103 ierarhic\u0103, \u00een care fiecare sarcin\u0103 specific\u0103 s\u0103 fie realizat\u0103 de o re\u021bea neural\u0103 specializat\u0103. Conform acestei idei, mai \u00eent\u00e2i inteligen\u021ba artificial\u0103 trebuie s\u0103 ia o decizie privind alocarea resurselor pentru atac (cre\u0219terea armatei de mon\u0219tri) \u0219i ap\u0103rare (construirea labirintului). Odat\u0103 ce a luat aceast\u0103 decizie, trece la urm\u0103torul strat conform alegerii sale \u0219i ob\u021bine acces la partea necesar\u0103 a st\u0103rii jocului, dup\u0103 care ia decizii detaliate despre ce mon\u0219tri s\u0103 aleag\u0103 \u0219i ce arme s\u0103 instaleze \u00een labirint.<\/p>\n<p><\/p>\n<h3>Concluzie \u0219i pa\u0219i urm\u0103tori<\/h3>\n<p>\nPrin abordarea hibrid\u0103, AI-ul Utility cuplat\u0103 cu re\u021bele de \u00eenv\u0103\u021bare automat\u0103 seam\u0103n\u0103 cu o arhitectur\u0103 ierarhic\u0103. Iar aceasta, la r\u00e2ndul s\u0103u, este similar\u0103 cu creierul biologic, \u00een care diferitele centre nervoase r\u0103spund fiecare pentru sarcina lor.<\/p>\n<p>\u00cen prezent, AI-ul inamic \u00een Unleash este foarte greu de \u00eenvins: sunt capabili s\u0103 se adapteze la orice situa\u021bie din joc, \u2014 dar dezvoltatorii pot modifica set\u0103rile lor dup\u0103 bunul plac. \u00cen opinia autorului articolului, \u00een timp, abordarea hibrid\u0103 ar trebui s\u0103 c\u00e2\u0219tige mai mult\u0103 popularitate \u0219i s\u0103 apar\u0103 \u00een multe alte jocuri. Poate c\u0103, \u00eentr-o bun\u0103 zi, va fi posibil s\u0103 implement\u0103m inteligen\u021ba artificial\u0103 bazat\u0103 pe \u00eenv\u0103\u021barea automat\u0103 \u00een forma sa pur\u0103 \u00een procesul de joc. Dar, evident, mai este nevoie de timp pentru aceasta. Deocamdat\u0103, scopul este de a g\u0103si o arhitectur\u0103 care s\u0103 se adapteze singur\u0103 la sarcinile care i se prezint\u0103 \u0219i s\u0103 g\u0103seasc\u0103 modalit\u0103\u021bi optime de a le rezolva.<br \/>\n<br \/>Sursa: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/habr.com\/ru\/company\/pixonic\/blog\/473932\/\">habr.com<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u0412 \u043f\u0440\u043e\u0434\u043e\u043b\u0436\u0435\u043d\u0438\u0435 \u043d\u0435\u043a\u043e\u0433\u0434\u0430 \u043f\u043e\u0434\u043d\u044f\u0442\u043e\u0439 \u0432 \u043d\u0430\u0448\u0435\u043c \u0431\u043b\u043e\u0433\u0435 \u0442\u0435\u043c\u044b \u0438\u0433\u0440\u043e\u0432\u043e\u0433\u043e \u0438\u0441\u043a\u0443\u0441\u0441\u0442\u0432\u0435\u043d\u043d\u043e\u0433\u043e \u0438\u043d\u0442\u0435\u043b\u043b\u0435\u043a\u0442\u0430 \u043f\u043e\u0433\u043e\u0432\u043e\u0440\u0438\u043c \u043e \u0442\u043e\u043c, \u043d\u0430\u0441\u043a\u043e\u043b\u044c\u043a\u043e \u043f\u0440\u0438\u043c\u0435\u043d\u0438\u043c\u043e \u043a \u043d\u0435\u043c\u0443 \u043c\u0430\u0448\u0438\u043d\u043d\u043e\u0435 \u043e\u0431\u0443\u0447\u0435\u043d\u0438\u0435 \u0438 \u0432 \u043a\u0430\u043a\u043e\u043c \u0432\u0438\u0434\u0435. \u0421\u0432\u043e\u0438\u043c \u043e\u043f\u044b\u0442\u043e\u043c \u0438 \u0432\u044b\u0431\u0440\u0430\u043d\u043d\u044b\u043c\u0438 \u043d\u0430 \u0435\u0433\u043e \u043e\u0441\u043d\u043e\u0432\u0435 \u0440\u0435\u0448\u0435\u043d\u0438\u044f\u043c\u0438 \u043f\u043e\u0434\u0435\u043b\u0438\u043b\u0441\u044f \u044d\u043a\u0441\u043f\u0435\u0440\u0442 \u043f\u043e \u0432\u043e\u043f\u0440\u043e\u0441\u0430\u043c \u0418\u0418 \u0432 Apex Game Tools \u042f\u043a\u043e\u0431 \u0420\u0430\u0441\u043c\u0443\u0441\u0441\u0435\u043d. \u0412 \u043f\u043e\u0441\u043b\u0435\u0434\u043d\u0438\u0435 \u0433\u043e\u0434\u044b \u0432\u0435\u0434\u0451\u0442\u0441\u044f \u043c\u043d\u043e\u0433\u043e \u0440\u0430\u0437\u0433\u043e\u0432\u043e\u0440\u043e\u0432 \u043e \u0442\u043e\u043c, \u0447\u0442\u043e \u043c\u0430\u0448\u0438\u043d\u043d\u043e\u0435 \u043e\u0431\u0443\u0447\u0435\u043d\u0438\u0435 \u043a\u0430\u0440\u0434\u0438\u043d\u0430\u043b\u044c\u043d\u043e [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-52119","post","type-post","status-publish","format-standard","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.2 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u0412 \u043f\u0440\u043e\u0434\u043e\u043b\u0436\u0435\u043d\u0438\u0435 \u043d\u0435\u043a\u043e\u0433\u0434\u0430 \u043f\u043e\u0434\u043d\u044f\u0442\u043e\u0439 \u0432 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