In Gimkit creative, people have created randomizers. And yes, I know that they’ve been around for a while, so why am I bringing this up? Well, I thought that you could theoretically code an AI using randomizers. And yes, this isn’t really an AI, but it’s probably the closest thing we have to an AI for a while. So, what you would do, is you would have one randomizer that could choose between 4-6 actions it could perform, so it’s a bit simple. When one is selected, it broadcasts to another randomizer that chooses another action. In short, you choose actions for something, like, a sentry to perform. Maybe it moves. Maybe it just disappears. Maybe it says something. My point is, if you have a long chain of randomizers for the game to basically choose actions for itself to perform, you’d get an AI. It really may not seem like it, but it’s probably the best we can do for awhile. Also, I made this a guide because it seems like it fits well here. I also had more stuff to say on this subject, but I want your guys’ thoughts on this, and I forgot some of the things I was going to say. Also, credit to this guide: https://forum.creative.gimkit.com/t/how-to-make-randomizer/711
(By the way, in the guide, he mentions you need a repeater. You actually need a trigger. Just thought I should let people know.)
Edit - This really isn’t AI, so I changed the title. I based it off another comment that said it’s basically machine learning.
Machine learning seems pretty feasible, even in the context of GKC. You wouldn’t be able to do the traditional reinforcement learning neural network style here, but you could absolutely have a decision matrix that updates based on success rate or rewards.
That’s actually really cool! Can I put this in my technical gimkit post?
no because even though deep learning could be a gimkit concept, this is just using a randomizer which is an ineffective means to the problem and can’t revolutionize (it smth we alr know put in a different context), this is essentially the bogosort to ai