Chapter 1421: Law Three

Dragon Slayer.

It is not very difficult to determine the behavior pattern of the body of the god of death under the control of the power of time and space......

At least that's the case for Wang Yu......

In fact, many things in this world are often simpler than imagined......

Just like the unconscious power of time and space, what kind of operation mode it has is not really a matter of such an elusive guess......

Essentially, the behavior of unconscious space-time forces is, in a sense, no different from high-level AI programs......

In the final analysis, it is nothing more than the pursuit of the most perfect combat effect!

Yes, perfect!

Of course, in this world, different people have different definitions of perfection!

And for the vast majority of people, the so-called perfection is the most ideal effect that can be achieved in theory......

In many cases, the perfect presentation will be a different process, but in terms of results, it will often be the same!

Just like for competitive competitions, the so-called perfection is not really complicated, simply put, the championship and victory can often represent perfection, as for the process of winning the championship, whether it has experienced a bottoming out, or all the way to the crush, or how many times to stand on the edge of the cliff $6, life and death, but it will not affect the so-called perfection......

Perfection is a result, not a mere process......

No matter how perfect the process is, if the result is flawed, then perfection is meaningless. And the other way around. No matter how bumpy the process. But as long as the ending is good, then no one will care about the ups and downs in the process!

It's like passing and failing in an exam, and many of them are only one point apart, but for students, the mentality of 60 points and 59 points will be completely different. Because both bring students the same pleasant mood, the former represents the joy of being in a desperate situation, while the latter represents a sense of superiority......

Whether it is a sense of superiority or a desperate life, although the results presented are not the same, but both of them are passing after all, and because of this, for these two types of students, their scores are for themselves. It's already perfect......

There is no limit to perfection. But people always strive to be the best they can be......

For a person, this is called perfection......

For many people, doing what they can and not making mistakes is actually a kind of perfection......

And this state, that is, the so-called just right, will not waste much effort, but the strength will not be enough, such a state is actually the real perfection in a sense......

In fact, in many games, many computer-controlled characters will have a certain AI mode on the dΓΉ, and the more powerful the AI mode, the better the strategy will be presented in battle, and the easier it is to bring threats to the player......

To give a simple example, the game of warchess!

Yes, war chess games!

In many war chess games, the AI of the character can actually determine the difficulty of a game by a large number of degrees......

In this type of game, enemies tend to have a variety of action patterns, and different behavior patterns often determine the difficulty of a level......

These patterns of behavior are often divided into many types, some are brainless and attack, some are standby until the enemy is in range of the attack, some modes will prioritize attacking a specific target, while others will prioritize attacking the character with the lowest health, and some modes will prioritize attacking the target that can be killed with one hit......

Different AI action modes bring completely different pressures to players......

Generally speaking, one of the most troublesome behaviors for most players is the one that attacks brainlessly, and attacks the character with the lowest health as much as possible, as well as the character that can be killed by a single hit......

Under this mode, the enemy is often surging like a tide, if there is no defensive formation, it is often easy to be completely engulfed at once, a good AI structure, will make the computer's offensive mode appear orderly, the AI program under this mode, although not the most powerful, but it is often the most headache for players A behavior pattern......

In this mode, the computer-controlled enemies will not have any concept of life and death, all their goals are to kill the enemy as much as possible, attack the most vulnerable part of the enemy formation as much as possible, they will not fear their own death, nor will they care about the victory or defeat of the battle, what they like to do most is to use their lives to consume the enemy's living force as much as possible......

To put it simply, this is a typical dead man-like pattern of behavior......

In this dead soldier mode, all enemies will use all their action power regardless of the progress of one qiΔ“, and then choose a relatively reasonable attack target to attack, choose the character with the weakest defense or the lowest health to attack, and if there is an object that can be killed with one hit, they will abandon one qiΔ“ other target and make a fatal blow instead!

In fact, such enemies are often the least favorite behavior patterns of players, especially for obsessive-compulsive players who will start the game again after dying a character......

Of course, this kind of behavior pattern is often the most popular for players in limited-round battles, because sometimes the number of rounds in the game can become very limited, and in this kind of limited-turn combat, use the enemy's action turns to deal enough counterattack damage to the enemy. It can be said that it is a very clever strategy......

And the other way around. Besides. Those AI modes that focus on defensive behavior,In fact, it is also a mixed reputation,If it is a defensive counterattack action under some ordinary terrain,In fact, players can often set up a formation very calmly,And then use the way to attract hatred to wipe out the enemy,However,If it is under some special terrain,The place adopts a stubborn AI mode。 It often takes a lot of effort on the part of the player to be able to complete the battle with a limited number of rounds......

In fact, the biggest difference between ordinary players and hardcore gamers is that there is a huge difference in computing power when they are playing games......

When ordinary players play the game, whether it is controlling the character to fight or move, they are often relatively casual and can kill the enemy. For them, it is enough. As for what kind of way to kill, the vast majority of players will not care, which is why many players often do not get any high clearance evaluation after clearing the customs......

However, the real hardcore master players, when they play war chess games, they are often able to take into account all the changes in the entire battlefield, for example, after their actions are over, according to the state and attributes of each character they have left on the battlefield, they can completely judge the actions and order of action of each enemy in the next round......

They can even design an enemy to launch a suicide attack on a specific target, only to be killed by a counterattack......

The enemy's behavior patterns, and the order of attacks, are things that the average player doesn't know much about, and they don't need to know about them......

Ordinary players, when playing war chess games, only need to follow the step-by-step step, and they can easily complete the battle......

However, for those high-end players who are really looking for extreme playthroughs, or for special achievements, these things are what they need to know!

Only by being able to truly understand the behavior pattern of AI can you maximize your combat efficiency and maximize your profits in battle......

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Dragon Slayer.

In the face of ordinary level AI, the vast majority of players actually show not much difference in wisdom, but in the face of high-level AI with complex behavior patterns, the difference between ordinary players and hardcore players can often be reflected very lightly......

For example, if an enemy caster is within the attack range, if there is a character whose health is less than one-third in urgent need of healing, then the caster will often give up one qiΔ“ other behavior and use healing as the main action sequence......

Only when there is no such thing as zΓ i around you, the enemy caster will perform a spell attack on the enemy, which means that in the AI's behavior, healing your own action takes precedence over damaging the enemy......

In the same way, if an enemy character's attack range is within the attack range of an enemy character, if there is a dying character of your own, then the enemy will naturally ignore one qiΔ“ other actions and will only choose to launch the final fatal blow......

In other words, if you can kill an enemy, the vast majority of AI will not go to any of the treatments on the program!

To put it simply, a high-end AI itself actually has the ability to judge the battle situation, and they will make the character take the most beneficial action according to the different battle situation......

Of course, in general war chess games, because the number of your own characters is often far less than that of the enemy, so under the premise that the enemy is outnumbered, the majority of the enemy's behavior patterns are prioritized, and killing is often the first priority......

In fact, this is the characteristic of AI, what kind of actions a character takes in what situation, in fact, in essence. It's just to look at an AI-controlled character. They prioritize actions. The higher the priority action, when it can be executed, it is often the first to be executed......

And the more reasonable the priority-setting, the more the computer character's actions will tend to be a normal mindset......

And if the priorities are set in a granular way, the computer's AI may even behave more than the vast majority of ordinary people......

Of course, in general, this is rare......

Among the vast majority of wargame games. The difficulty is often reflected in the number and strength of the enemies, not the strategic level of the computer, after all, it is undoubtedly much easier to set up more enemies and stronger enemies than the AI of the computer......

And only in the traditional chess game will there be a pure high-intelligence supercomputer, which is actually the pinnacle of program logic, but, essentially, even such a supercomputer. Essentially, it's nothing more than sorting out all the possibilities. Then it's just a matter of finding the best option......

To take a simple example, in all board game AI, the action in the first sequence must be the so-called killing of the opponent's commander, or the king who kills the opponent, in short, it must be a pattern of behavior that can win the game......

On the basis of being able to satisfy the direct victory, the computer will not consider any other behavior, and this is where the behavior takes precedence......

In addition to directly eating the opponent's king or the main general to win directly, in the second series, there will be those obvious unsolvable means, such as the hindsight in chess, the double cannon in chess, although this kind of means, although it cannot win directly, but it will definitely win the next move, and the opponent cannot solve it......

The third sequence of actions after the second sequence is to determine whether there is a possibility that you will be directly checkmate-killed in the next round or lose the game in some other way......

In the absence of a third sequence of actions to be chosen, the computer will tend to exchange the forces on the board, and if a piece can be captured for nothing, or if it is exchanged in a relatively cost-effective way, then the computer will prefer to make such an exchange in its favor if it cannot win directly......

And if this is not possible, then the computer's intelligent program will be biased towards executing the next step or steps, which can make you earn a cheap move, or protect yourself from those moves that may make you lose money......

To put it simply, if you summarize it, the thinking mode of intelligent programs in board games is to obtain benefits on the chessboard as much as possible on the premise of ensuring that they will not lose the chess game in the next step, earn an advantage in terms of strength, and finally win a little bit......

And this is the biggest difference between computers and human brains!

Human chess masters, in addition to the judgment of the strength of the chess pieces, but also the judgment of the situation, sometimes, they will be very happy to use some of the loss of the force, in exchange for the initiative in the situation, such an exchange, in the artificial intelligence may seem to be meaningless, because they can not judge the benefits that the other party can obtain after this exchange, so they will subconsciously bite such bait......

The advantage of supercomputers lies in the powerful computing power itself, and when they calculate the strength of their sub-forces, or when they calculate the victory or defeat within a few steps, it can be said that there will be almost no difference, that is, when the computer finishes calculating and launches a continuous attack, it may already represent the defeat of the opponent, because when the computer calculation is completed, any possibility has been screened!

However, the biggest disadvantage of computers is that they will always only pursue the maximization of profits, but they rarely have a clear understanding of the situation on the chessboard!

Speaking of which, this is also the so-called number lack of form and less intuition!

Computers are unparalleled in the world in terms of subtle calculations, but they often lack the intuition of graphics, and can only use simple numbers to analyze the advantages and disadvantages, which is why even supercomputers will be defeated by the top masters among human beings!

Essentially, a program is just a program!

No matter how clever a program is, it is essentially a product of logic......

If you can understand how a supercomputer works, you will be able to find a way to defeat the opponent!

In the same way, in many war chess games, the most fundamental reason why those masters can create extreme rounds that are unimaginable for ordinary players is that they are not only controlling their own characters, but also controlling the enemy's characters for their own use!

They can clearly determine the order of action and action instructions of each enemy unit in the next turn, and can clearly determine which enemy, when, where to move, what kind of attack to make, and even which of their own units to attack!

Even some enemy characters who are killed when they attack and who are counterattacked can be counted in the enemy's actions for the next turn, thus greatly increasing their combat efficiency!

They can position themselves so that the enemy will naturally disperse, and at the end of the turn, they will be in the position they want to be......

Players who have reached this level, in fact, in essence, they are no longer fighting with the enemy in the game, but with the game's maker, they can judge the opponent's action pattern very lightly, and then according to the opponent's action mode, formulate the most reasonable battle plan, and even miraculously do not need to use any supplies in the battle, there are also many people! (To be continued......)