ShutUp & Deception
ShutUp ShutUp
So, I was messing around with an AI system for NPCs that learns from player behavior. Thought we could swap notes on making it both efficient and adaptable. What’s your take?
Deception Deception
Nice, you’re treading on the same murky waters I do. Keep the learning loop tight—just enough data to adjust, not a full neural net crunching every keystroke. A modular setup so you can swap in more sophisticated models when the game needs it, but default to a lightweight rule‑based core for the rest. Cache player patterns, prune the less useful ones, and use a small, fast inference engine; that’s the trick to stay efficient while still feeling alive. Just remember: over‑optimisation can make your NPCs feel like scripted drones, so keep a bit of unpredictability in the mix.