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Game Tech Explained
Finland
Приєднався 20 лют 2020
[Update] How did THIS do in Sebastian Lague's Chess challenge?
I promised a chess bot update. Here is the chess bot update.
The video this is an update to: ua-cam.com/video/5vsLmM756LA/v-deo.html
Sebastian's video with all the results: /ua-cam.com/video/Ne40a5LkK6A/v-deo.html
Creative Commons assets:
"Chess" (skfb.ly/6uVLu) by xnicrox is licensed under Creative Commons Attribution
The video this is an update to: ua-cam.com/video/5vsLmM756LA/v-deo.html
Sebastian's video with all the results: /ua-cam.com/video/Ne40a5LkK6A/v-deo.html
Creative Commons assets:
"Chess" (skfb.ly/6uVLu) by xnicrox is licensed under Creative Commons Attribution
Переглядів: 2 128
Відео
Can THIS win Sebastian Lague's Chess challenge?
Переглядів 204 тис.Рік тому
My contribution to Sebastian Lague's 2023 Chess bot programming competition. It looks positively dashing. But can it win? UPDATE VIDEO: ua-cam.com/video/7BxR9ZzyIX8/v-deo.html GitHub repo containing both bots mentioned in the video: github.com/GameTechExplained/Chess-Challenge A massive thanks to Sebastian for hosting this competition, and for his videos. You rock! Creative Commons assets: "Che...
How games have faked interiors for more than a decade
Переглядів 3,5 тис.Рік тому
Games have been faking windows in buildings for more than a decade. In pursuit of maximum visual quality at minimum performance cost, shortcuts have been taken, and interiors that do not exist have been rendered. In fact, there is a good chance you may have seen one of these "fake" windows in one of your favorite games in the past. This video gives a brief history of the effect, and explains ho...
How mid 90s games pulled off perfect reflections
Переглядів 1,9 тис.Рік тому
Surprisingly, some of the very first 3D games, such as Duke Nukem 3D, Unreal and Deus Ex featured mirrors and glossy surfaces with perfect reflections. How did they pull this off? And how did later games like Half Life 2 and The Elder Scrolls IV - Oblivion improve upon the technique? Let's check some examples, and build the effect in Unity ourselves. Creative Commons assets: "Marble Chess Board...
will there be more videos?
The update link in the desc is broken
I wonder, do C# strings allow byte indexing? You could pack entire tables as a single string literal if they do.
Awesome work for sure!
Make it reach the 8th rank.
How can I learn to do this?
Apparently not
Nice
Finding little channels like yours before they absolutely explode gives me a strange high. Its like finding a treasure trove before anyone else does. As long as you continue posting, I know your channel will blow up
Fr
This was great! Thanks for taking the time to edit and share your experience. Fascinating challenge!
Keep up the good work man
UU
gg
yaaay
Well deserved
I’ve been waiting so long for this video, congrats on doing how well you did!
Thank you, and sorry to keep you waiting!
You should independently rebuild this with a slightly higher token limit. Perhaps shape it like a knight/bishop
Great videos, subscribed
Welcome aboard!
Using open-source to make open-source software
Awesome stuff! 🤗
The video is out
Tough tournament, I was hoping to see you in the top 64 =/
Please make more videoes like this. I was always interested in the various techniqures behind games, but most videos are so stale/long. Your presentation style is awesome!
9:40 It is pretty crazy that such a small amount of code could beat most humans. Software is gonna explode once AI starts being used to optimise code beyond what humans are capable of.
1:08 yep... that's kinda the main challenge isn't it? And a restatement of what you said less than a minute earlier.
Was loading data from files forbidden? What about removing array values entirely, save them in external file and read them back?
This is amazing!
Couldn't you optimize by inserting information for specific line theroy and find a way to route your opponents AI into your lines that you have already prepared? I think that would honestly be way more interesting because then you're trying to exploit predictive AI behaviour and not just make neat code.
Where can I read about training a chess neural network?
You are the king of the autists
Jeez dude
Amazing video! Nice work!
Very engaging Video! I'm curious to see how you bot does in the competition.
I'm curious, could you fit a much larger network in if you made all of it's constant data just a single string, which was then processed on launch? I don't know exactly what C# considers a token, but I'd guess a string only counts as one, and that the library has some inbuilt feature for parsing JSON, XML, or some other structured markup.
This guys is a Computer Science genius!
What i learned form this is that Bioshock infinite is apparently 10 years old
You are a smart man
One thing I don't see anyone saying is that you could have removed the static and readonly modifiers, not good practice but they are tokens and don't need to be static to make the code work. Also it may be a bit on the more iffy side but the tables could have been stored as strings that are then converted to bytes to possible save more as well, I don't know where the border of the spirit of the competition ends compared to the absolute limit of what can be done, because there are optimizations that likely wouldn't be within the spirit of the competition even if it's not against the rules of it, I don't know whether encoding data like that in a string would have crossed a line, unlike WarpRulez I'm not referring to encoding data and instructions in a string, just the table data, but still same debatability.
you know he is great at coding when his code indentation looks like the project thumbnail itself
Another game that uses the same fake interiors technique as Spider-man, full with walls, floor and ceiling, is Astral Chain on Nintendo Switch. In fact, this is the game where I noticed that technique first ans I also noticed it because it has some glass walls at an angle, just like in Spider-man
How does this compare to nanochess, which I believe used obfuscation? Also I've heard obfuscation can always be reverse engineered with some effort, but I think you proved with the original AI version that there's no way anyone could reverse engineer code that is just AI weights. Thoughts?
I wanted to join this challenge but I'm neither good at C# nor board game algorithms. So I'll just watch from a distance... And I do hope you create more videos about programming
The example from assasins creed looks more like reflections than interiors to me, though tbf nothing about the teqnique really changes there. Reminded me of many source 2 games, they make very heavy use of parallax corrected cubemap reflections and also some very simplified but convincing window interiors (I like the curtains on Italys windows for example). Here's a random clip from a 3kliksphillips video where he talks about the parallax corrected cubemaps used on Mirage: ua-cam.com/users/clipUgkxZSrC0U4ZhTZYA3CtXsd24KOhMw1MGOkB?si=gID-xzQ8s86DXr9O
kinda want that code as a poster
Sebastian League? I heard of that guy from Dani! I know he's one impressive mf but what I know him for is writing a shader that a UA-camr/famedev used 💀
For me, You already won. (at least my heart) for the number of techniques you just taught me in last 10 mins
Well made
thats my name :)
Fun fact: the mirror in DukeNukem 3D is literally a copy of everything in front of it. If you open the level in the editor is just a big empty room because the engine builds the mirror world at run time. You can also shoot at copies in the mirror world damaging the originals and with some hacking you can make the mirror plane walkable stepping into the mirror world but you die if you go too far since it only builds the sectors and objects immediately near it.
Pretty sure some games used render textures, where a second camera inverts what the current camera is seeing. You're technically rendering everything twice, but you aren't doubling the number of game objects and you don't have to deal with stencil buffers.