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Chapter 968

Words:2347Update:22/06/18 02:23:35

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After the call with Xia Jiang, Meng Chang held a small meeting with a few key employees of the advertising and marketing department to settle the interview.

That was because Xia Jiang had to complete the interview with Wu Zhicheng, Qiu Hong, and the incubation base first. It would still take some time, so the interview with Meng Chang was scheduled for next Tuesday.

Meng Chang had already used the excuse that he was busy with work to push it away. However, he had to push a few key employees of the same department to go through the motions.

Of course, he did not give them any special instructions. That was because Meng Chang had always felt that the employees of the advertising and marketing department were very obedient tools. After working together for so long, they had a pleasant cooperation and were more trustworthy.

The others in the advertising and marketing department did not know about Meng Chang's thoughts. Naturally, they were not worried about anything going wrong with the interview. It would be fine as long as everyone completed the interview process normally.

After making arrangements for the interview, Meng Chang returned to his desk and continued playing Mission and Choice.

He had been playing at a high intensity during work hours and had finally completed seventy to eighty percent of the test version's plot.

Meng Chang did not have any RTS game experience before. However, Mission and Choice was not a traditional RTS game after all. The requirements for operations were very low, so it was not that difficult for Meng Chang to play. He could reach this stage as long as he used his brain a little.

However, the difficulty would still increase in the later stages of the game. He would need a deeper understanding of the game and better operations to clear it.

In fact, Meng Chang's current progress in the game was about the same as his understanding of the game.

Just like many AAA games, most of the mechanisms and gameplay of the game would have been unlocked when the main game content was sixty to seventy percent played. If he continued to play, he would just be looking at the ending of the plot.

Thus, Meng Chang felt more at ease. From his point of view, the game did not seem to be that fun.

The main AI system in the game, in particular, did not seem to be that intelligent. This greatly reduced the fun brought by the core gameplay of the game.

Meng Chang did not understand advanced game design theories, but as an ordinary gamer who had never come into contact with RTS games, he could actually represent the opinions of many "outsiders".

Given the huge investment in Mission and Choice, it would be very difficult to recoup the cost if this game could only please RTS gamers and domestically-produced standalone game circles and could not "break the circle" and make many gamers who were not interested in RTS games buy it.

Therefore, Meng Chang felt that there was still a high possibility that the game would not be able to recoup its costs after it was released!

This way, even if his publicity plan failed, it was still possible to get a commission!

That encouraged Meng Chang.

However, once bitten, twice shy. Meng Chang did not dare to let his guard down. In the following period of time, he still had to spend a lot of time playing this game every day just in case.

Every time the employees of the advertising and marketing department passed by, they would see Meng Chang playing Mission and Choice. They could not help but be encouraged and moved by Brother Meng's professionalism.





April 5th, Thursday.

Hu Xianbin, Min Jingchao, Jiang Yuan, Shen Renjie, Wang Xiaobin, Chang You, and the other department heads gathered at the Nag artificial intelligence laboratory to check the results of the new artificial intelligence technology in the game Mission and Choice.

Shen Renjie first explained the basic principles of the breakthrough in artificial intelligence technology to everyone. Even though most people were confused, they at least understood the biggest feature of the game AI created by artificial intelligence this time compared to the previous AI.

The new technology this time could allow AI to randomly simulate every step of the various units based on the basic rules of the game. The winning plan's score would increase. Through hundreds of thousands or even more deductions, from the movement of a single unit to the overall strategy chosen during the entire game process, it could be quantified by artificial intelligence into a specific change in the winning rate.

This way, artificial intelligence could control both sides at all times to carry out a self-game. What's more, after the winning rate could be quantified, it could adjust itself so that the development of the entire game would always be in the hands of AI.

There were two most prominent characteristics of this technology after it was applied to Mission and Choice.

First of all, in battles with 'realistic elements', the performance would be more realistic and the difficulty would be more linear.

Originally, the 'realistic elements' that were displayed through computer AI were more rigid.

In battle, a unit would not listen to orders, or the entire army would scatter and flee in all directions. The specific performance would be different, and the impression players would have of it would be worlds apart.

He An, Meng Chang, Hu Xianbin, and the others had all tried it out. They generally reflected that the AI's performance was not perfect because the performance of the 'realistic elements' was very difficult to satisfy.

Due to the lack of AI, sometimes the retreat of a certain unit looked unreasonable. This greatly reduced the sense of reality.

After the application of the new technology, the simulation of the 'realistic elements' made by the AI were all deductions based on the existing winning rate. Every unit's behavior when disobeying orders was supported by a certain degree of rationality. The sense of realism was greatly enhanced.

Simply put, players might think that the original troops were crazy if they did not listen to orders. However, if the current troops did not listen to orders, players would feel that they had encountered a stupid subordinate.

The difference between 'crazy' and 'stupid' was the change brought about by the new artificial intelligence technology.

In fact, in the plot after the protagonist's speech, the human troops would erupt with a strong will to fight because they were encouraged. At that time, the AI could make smarter decisions than humans.

This kind of decision would significantly improve the overall combat performance, but it would not make players feel that they were cheating. There was no numerical improvement, but an improvement in tactics. This would greatly reduce the sense of unreality that players would feel.

Secondly, as time passed, the upper limit of the human-computer battle would increase infinitely. It could support the game to introduce more related gameplay.

Mission and Choice was an RTS game after all. Players like Meng Chang who did not understand RTS games at all might be stuck, but it was not difficult for some veterans to clear the game plot. After clearing it, they would lose the motivation to continue exploring the game's deeper gameplay.

The solution for other RTS games was to open up the ladder battle and automatically select experts through the ladder.

Players would constantly improve and improve in the battle with experts. They would always pursue higher goals, and the game's lifespan would naturally extend accordingly.

However, Mission and Choice's approach was completely different from traditional RTS games. In order to lower the threshold, it had greatly reduced the amount of operations that players needed to do. What's more, there were only two races and there was no balance to speak of.

The PVP ladder could be done, but the effect would definitely not be too good. Conventional PVE was not strong enough. Experts would soon lose interest.

Now, the new artificial intelligence technology could provide a gameplay of 'Eternal War', which was' Endless Mode '. In this mode, the AI's combat strength would continue to increase, and the difficulty curve would be very smooth. Experts who liked this game could use PVE to rush up the ladder and obtain a long-term goal.

Of course, PVP and even multiplayer gameplay could also be done. However, these gameplay only existed as entertainment modes because of their poor balance.

Apart from that, the original battle mode would also benefit.

Originally, the design of the battle's stages was done by the designer. The difficulty curve might not be smooth. Sometimes, the difficulty would not increase enough. Players might not feel anything even after completing a few stages. If the difficulty increased too much, players would be stuck.

With the help of the new artificial intelligence technology, the designer could not only optimize and adjust the original stage design, but he could also dynamically adjust the difficulty of the stage according to the real-time victory rate, making it smoother for players to play the story mode.

After this series of changes, the game 'Mission and Choice' finally made up for the last shortcoming. The last small flaw was also perfectly resolved!

Tengda Games' designers would adjust the stage design and some details of Mission and Choice before it was released to ensure that the game would reach a perfect state when it was released.

Mission and Choice was the first game to reap dividends. The reason why he called Wang Xiaobin, Min Jingchao, and the others over this time was so that the artificial intelligence technology could be applied to more games.

Especially Fitness Battle and GOG.

In Fitness Battle, the characters in the game would frequently talk to players. This new technology could increase the deep learning ability of the characters in the game. It could make the behavior of the characters in the game more inclined to the players' preferences through the feedback of the AI's behavior.

In other words, the original nurturing only included figure, clothing, and so on. However, after adding artificial intelligence technology, the character in the game would also change as he got closer to the protagonist.

That way, every player in Fitness Battle could nurture their favorite character into a state that was more compatible with them.

In GOG, this technology could also be used to develop a more difficult human-computer combat system.

Of course, GOG already had a large number of professional players. All sorts of tactics and routines were already very rich. With the current artificial intelligence technology, it was impossible to understand these tactics and fight with professional teams. There was still a long way to go.

However, at the very least, it would not be a problem for a computer of this level to fight with players below Platinum.

This might only be a prototype but it had great potential for development. There might even be a day when artificial intelligence and professional teams compete on the same stage.

In other words, while the artificial intelligence technology this time did not directly increase the competitiveness of AEEIS artificial intelligence on Otto Technologies cell phone, it had a profound impact on many games departments under Tengda!

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