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Looking ahead, the biggest opportunities I see for growth and innovation in 2025 will center around advancements in AI-driven content creation, new monetization opportunities utilizing e-commerce, loyalty programs, and hybrid casual. and Creatify: For video-based ads featuring AI-generated actors. Poolday.ai
Main innovations in this version are: R Mahjong now has a powerful artificial intelligence (AI) called SUO (Super Oracle), based on neural networks. In my estimation, the AI has a strength equivalent to 6.8-7.0 You can also see the probability of a particular tile being discard from an AI point of view.
Revamping Mechanics to Match User Expectations Mechanics like tile placement have surged in popularity as they blend accessibility with high engagement. AI and Automation Reshape UA and Monetization AI and automation are now changing how games are marketed, putting product quality at the center of user acquisition.
Frank Lantz recently interviewed me on Donkeyspace , his excellent Substack, which generally focuses on the current AI boom but, in reality, is about his ongoing work on the human condition. I’m curious about all-human, no-AI Civ. Nobody, however, puts themselves into the shoes of an AI.
The big change that always gets mentioned when going from Civ 4 to Civ 5 is one-unit-per-tile (1UPT), which is interesting as 1UPT is purely a mechanical – as opposed to thematic – change. Generally speaking, opinions were divided over (although largely in favor of) the success of one-unit-per-tile.
NVIDIA researchers took the stage at SIGGRAPH Asia Real-Time Live event in Sydney to showcase generative AI integrated into an interactive texture painting. Rather than generating complete results with only high-level user guidance, this prototype shows how AI can function as a brush in the hands of an artist.
As we need to find all possible tiles a unit can move to, A* quickly bogs down because it is designed to find a single path from point A to B as quickly as it can, but finding a path from A to B-Z is a lot of individual paths. static func GetDirection(t1: Tile, t2: Tile): var dir:Directions.Dirs var toTile:Vector2i = t1.pos
Like UO, every “tile” knows what materials it is. On UO, we could only change the totals every 64 tiles, and we couldn’t reflect it visually at all, because the map was baked down and static). Like UO, creature AI is driven by looking for these underlying qualities — not by referencing specific object types.
In the original version, one player discovered that the optimum strategy was to cover every fourth tile on the board with a city, a mind-numbingly boring strategy that was always the best choice. Namely, building an urban improvement and producing a specialist on any tile extend the city borders in all six directions.
In that project, we had some unique challenges thanks to a non-square board where tiles were optional. In addition we had to consider tile heights – and whether or not a unit could jump as high as needed. In contrast, the pathfinding in this lesson will be for a 2D square board with no missing tiles.
Think AI that helps you build landscapes, real-time 3D sculpting like magic, and coding made accessible even for total newbies. Here are some of them: AI-Powered Content Creators Ludo AI: This tool excels at generating gameplay concepts and mechanics based on your preferences. But that’s not all!
There are different actions for moving, and is why you see “Stride” vs “Step” A step is only a single tile of movement and can avoid acts of opportunity, whereas a Stride can move much further, but does provoke acts of opportunity. The goal of this lesson is to begin implementing the Stride action.
So, why should I go back to make a historical, tile-based 4X game? Civ inherited this mechanic directly from Empire, a game from the 80s which had much of the same tile-based, turn-based combat as Civ but without the scope of all human history. New borders would come from tile specialists and urban improvement.
Carcassonne is a classic tile-laying game where you and your opponent take turns building the French countryside with cities, roads, cloisters, and fields. The AI is fairly robust, although you’ll outgrow it after about 20-25 games. Game #4: Carcassonne on Amazon – $17.55. Photo from Wikipedia , under the CC BY-SA 3.0
With that preamble done and due praise given, it is all the more remarkable that one bad game mechanic has been preserved from version to version, tweaked perhaps, adjusted at times, but still as clumsy, fiddly, and unnecessary in 2021 as it was in 1991 – the system of placing citizens on tiles.
One of Civ’s most troublesome systems is the tile/citizen model, where your food, production, and commerce is determined by which tiles your citizens work. Each citizen in a city is assigned to a specific tile, and these tiles all have different yields, and the player has the freedom to move every citizen around every turn.
Obviously, the AI could still wipe the player out, but the real problem would be if the player falls behind and gets stuck in purgatory where the AI is dominant and the higher-tier ambitions are too difficult to achieve. Of course, one might ask, wouldn’t the player lose if the AI fulfills their ten ambitions first?
NVIDIA DLSS Plugin for UE4 DLSS is a deep learning super resolution network that boosts frame rates by rendering fewer pixels and then using AI to construct sharp, higher resolution images. Dedicated computational units on NVIDIA RTX GPUs called Tensor Cores accelerate the AI calculations, allowing the algorithm to run in real-time.
In this test recording, a robot created by the Botcube is represented with a Mutant tile, but will have their own once released. The answer is most , but there are a few exceptions, generally including things that AI-controlled bots can’t really use, or aren’t suitable for certain types of allies from an architectural standpoint.
Players will frequently rant over “unpredictable” or “random” AI leaders who suddenly go from being a friend to an enemy. It is hard to articulate how significant a departure this is from a tension that has always bedeviled Civ games – that players expect diplomacy to be predictable, but predictable diplomacy inevitably becomes boring.
A broughlike is a variation on a roguelike named after designer Michael Brough , who has spoken before on his design patterns like square tiles, orthogonal movement, turn parity, glitching, limited info, simple maze designs, minimal resources. For instance, Zugzwang's hanky code also gives a vital hint for predicting AI behavior.
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