Isiqulatho[Fihla][Bonisa]
Imidlalo yevidiyo iyaqhubeka nokubonelela umngeni kwiibhiliyoni zabadlali kwihlabathi liphela. Usenokungayazi okwangoku, kodwa ii-algorithms zokufunda ngoomatshini sele ziqalisile ukunyuka ukuya kumceli mngeni ngokunjalo.
Okwangoku kukho isixa esibalulekileyo sophando kwinkalo ye-AI ukubona ukuba iindlela zokufunda ngomatshini zingasetyenziswa kwimidlalo yevidiyo. Inkqubela phambili enkulu kulo mmandla ibonisa ukuba yokufunda umatshini Iiarhente zingasetyenziselwa ukulinganisa okanye zithathe indawo yomdlali ongumntu.
Kuthetha ukuthini oku kwikamva le Iimidlalo yevidiyo?
Ngaba ezi projekthi zezolonwabo nje, okanye kukho izizathu ezinzulu zokuba kutheni abaphandi abaninzi begxile kwimidlalo?
Eli nqaku liza kuphonononga ngokufutshane imbali ye-AI kwimidlalo yevidiyo. Emva koko, siza kukunika inkcazo ekhawulezayo yeendlela zokufunda koomatshini esinokuzisebenzisa ukufunda ukubetha imidlalo. Siza kujonga ezinye izicelo eziyimpumelelo ze iminatha ye-neural ukufunda kunye nokulawula imidlalo yevidiyo ethile.
Imbali emfutshane ye-AI kuMdlalo
Ngaphambi kokuba singene ekubeni kutheni iminatha ye-neural ibe yeyona algorithm yokusombulula imidlalo yevidiyo, makhe sijonge ngokufutshane ukuba izazinzulu zekhompyuter zisebenzise njani imidlalo yevidiyo ukuqhubela phambili uphando lwazo kwi-AI.
Unokuphikisa ukuba, ukususela ekuqaleni kwayo, imidlalo yevidiyo ibe yindawo eshushu yophando kubaphandi abanomdla kwi-AI.
Ngelixa ingengomdlalo wevidiyo ngokungqongqo kwimvelaphi, ichess ibigxile kakhulu kwiintsuku zokuqala ze-AI. Kwi-1951, uDkt Dietrich Prinz wabhala inkqubo yokudlala i-chess usebenzisa i-Ferranti Mark 1 ikhompyutha yedijithali. Oku kwakusemva kwexesha xa ezi khompyutha zininzi kwakufuneka zifunde iinkqubo ngaphandle kweteyiphu yephepha.
Inkqubo ngokwayo yayingeyiyo i-chess AI epheleleyo. Ngenxa yokusikelwa umda kwekhompyuter, iPrinz inokwenza kuphela inkqubo esombulule iingxaki ze-chess ezimbini. Ngokomyinge, inkqubo ithathe imizuzu eyi-15-20 ukubala yonke intshukumo enokwenzeka kubadlali abaMhlophe nabaMnyama.
Sebenza ekuphuculeni i-chess kunye ne-checkers i-AI iphuculwe ngokuthe ngcembe kumashumi eminyaka. Inkqubela phambili yafikelela kuvutho-ndaba ngo-1997 xa i-IBM i-Deep Blue yoyisa umkhulu wechess waseRashiya uGarry Kasparov kwimidlalo emibini yemidlalo emithandathu. Ngoku, iinjini zechess onokuzifumana kwifowuni yakho ephathwayo zinokoyisa i-Deep Blue.
Abachasi be-AI baqala ukufumana ukuthandwa ngexesha legolide lemidlalo ye-arcade yevidiyo. I-1978's Space Invaders kunye ne-1980s i-Pac-Man ngabanye boovulindlela beshishini ekudaleni i-AI enokuthi icele umngeni ngokwaneleyo nalona gqala labadlali be-arcade.
I-Pac-Man, ngakumbi, yayingumdlalo odumileyo wabaphandi be-AI ukuba bazame. Ezahlukeneyo khuphiswano kuba uNksz Pac-Man uququzelelwe ukugqiba ukuba leliphi iqela elinokuza ne-AI engcono kakhulu yokubetha umdlalo.
Umdlalo we-AI kunye nee-algorithms ze-heuristic ziqhubekile nokuvela njengoko kuye kwakho imfuneko yabachasi abakrelekrele. Umzekelo, umlo we-AI wenyuka ekuthandeni njengeentlobo ezinje ngabadubuli bomntu wokuqala ziye zaba zezona ziphambili.
Ukufunda ngoomatshini kwiMidlalo yeVidiyo
Njengoko iindlela zokufunda koomatshini zakhula ngokukhawuleza ekuthandeni, iiprojekthi ezahlukeneyo zophando zazama ukusebenzisa ezi ndlela zintsha zokudlala imidlalo yevidiyo.
Imidlalo efana neDota 2, StarCraft, kunye neDoom inokusebenza njengeengxaki kwezi umatshini wokufunda iialgorithms ukulungisa. Ii-algorithms zokufunda nzulu, ngokukodwa, bakwazi ukufikelela kwaye bade bagqithise ukusebenza kwinqanaba lomntu.
The Indawo yokuFunda ye-Arcade okanye ALE wanika abaphandi ujongano phezu kwekhulu Atari 2600 imidlalo. Iqonga lomthombo ovulekileyo livumele abaphandi ukuba balinganise ukusebenza kobuchule bokufunda komatshini kwimidlalo yevidiyo ye-Atari yakudala. UGoogle waze wapapasha eyabo iphepha usebenzisa imidlalo ezisixhenxe ukusuka ALE
Okwangoku, iiprojekthi ezifana VizDoom wanika abaphandi be-AI ithuba lokuqeqesha ii-algorithms zokufunda koomatshini ukuze badlale i-3D yabadubuli bomntu wokuqala.
Isebenza Njani: Ezinye iingqikelelo eziphambili
Inethiwekhi yeNeural
Uninzi lweendlela zokusombulula imidlalo yevidiyo ngokufunda koomatshini kubandakanya uhlobo lwe-algorithm eyaziwa ngokuba yinethiwekhi ye-neural.
Unokucinga ngomnatha we-neural njengenkqubo ezama ukulinganisa indlela ingqondo enokuthi isebenze ngayo. Ngokufana nendlela ubuchopho bethu buqulunqwe ngayo yi-neuron ehambisa umqondiso, umnatha we-neural ukwanayo ne-neuron yokwenziwa.
Ezi neurons zokwenziwa zikwadlulisela imiqondiso enye kwenye, ngophawu ngalunye olulinani lokwenyani. Umnatha we-neural uqulathe iileya ezininzi phakathi kwegalelo kunye nemveliso yomaleko, ebizwa ngokuba yinethiwekhi ye-neural enzulu.
Ukuqinisa ukufunda
Enye indlela eqhelekileyo yokufunda ngomatshini efanelekileyo ekufundeni imidlalo yevidiyo luluvo lokufunda okomeleza.
Obu buchule yinkqubo yokuqeqesha i-arhente isebenzisa imbuyekezo okanye izohlwayo. Ngale ndlela, i-arhente kufuneka ikwazi ukuza nesisombululo kwingxaki ngokuzama kunye nephutha.
Masithi sifuna i-AI ukufumana indlela yokudlala umdlalo weNyoka. Injongo yomdlalo ilula: fumana amanqaku amaninzi ngokutya izinto kwaye uthintele umsila wakho okhulayo.
Ngokufunda okomeleza, sinokuchaza umsebenzi womvuzo R. Umsebenzi wongeza amanqaku xa iNyoka isitya into kwaye ithatha amanqaku xa iNyoka ibetha umqobo. Ngokuqwalasela imeko yangoku kunye neseti yamanyathelo anokwenzeka, imodeli yethu yokomeleza ukufunda iya kuzama ukubala owona 'mgaqo-nkqubo' ungowona wandisa umsebenzi wethu wokuvuza.
Neuroevolution
Ukugcina kumxholo ngokuphefumlelwa yindalo, abaphandi baye bafumana impumelelo ekusebenziseni iML kwimidlalo yevidiyo ngokusebenzisa ubuchule obubizwa ngokuba yi-neuroevolution.
Endaweni yokusebenzisa ukuhla komgangatho ukuhlaziya i-neuron kwinethiwekhi, sinokusebenzisa i-algorithms ye-evolutionary ukuphumeza iziphumo ezingcono.
I-algorithms ye-evolutionary iqala ngokuvelisa inani lokuqala labantu abangakhethiyo. Emva koko sivavanya aba bantu sisebenzisa iindlela ezithile. Abona bantu babalaseleyo bakhethwa “njengabazali” kwaye badityaniswa ukuze benze isizukulwana esitsha sabantu ngabanye. Aba bantu baya kuthi ke bathathe indawo yabona bantu bangabalungelanga kangako eluntwini.
Ezi algorithms zikwabonisa uhlobo oluthile lomsebenzi wokuguqula ngexesha le-crossover okanye inyathelo "lokuzalisa" ukugcina iyantlukwano yemfuza.
Isampulu yoPhando kwiSifundo soomatshini kwiMidlalo yeVidiyo
OpenAI ezintlanu
OpenAI ezintlanu yinkqubo yekhompyuter ye-OpenAI ejolise ekudlaleni i-DOTA 2, umdlalo odumileyo wabadlali abaninzi be-mobile (MOBA).
Inkqubo isebenzise iindlela zokufunda zokomeleza esele zikho, zilinganiswe ukuze kufundwe kwizigidi zezakhelo ngesekhondi. Ngenxa yenkqubo yoqeqesho esasaziweyo, i-OpenAI ikwazile ukudlala imidlalo yeminyaka eyi-180 yonke imihla.
Emva kwexesha loqeqesho, i-OpenAI Five yakwazi ukufezekisa ukusebenza kwinqanaba leengcali kunye nokubonisa intsebenziswano nabadlali abangabantu. Ngo-2019, i-OpenAI emihlanu yakwazi koyisa I-99.4% yabadlali kwimidlalo yoluntu.
Kutheni i-OpenAI ithathe isigqibo ngalo mdlalo? Ngokutsho kwabaphandi, i-DOTA 2 yayinoomatshini abanzima ababengaphandle kokufikelela kubunzulu obukhoyo nokuqiniswa ukufunda izilungelelwaniso.
Super Mario Bros.
Esinye isicelo esinomdla seminatha ye-neural kwimidlalo yevidiyo kukusetyenziswa kwe-neuroevolution ukudlala amaqonga afana neSuper Mario Bros.
Umzekelo, oku ukungena kwe-hackathon iqala ngokungabi nalwazi lomdlalo kwaye yakha kancinci isiseko sento efunekayo ukuqhubela phambili kwinqanaba.
I-self-evolving neural net ithatha imeko yangoku yomdlalo njengegridi yeethayile. Ekuqaleni, umnatha we-neural awuqondi ukuba i-tile nganye ithetha ukuthini, kuphela ukuba iithayile "zomoya" zahlukile "kwiithayile zomhlaba" kunye "neethayile zotshaba."
Ukuphunyezwa kweprojekthi ye-hackathon ye-neuroevolution yasebenzisa i-algorithm yemfuzo ye-NEAT ukuzala iinetha ze-neural ezahlukeneyo ngokukhethayo.
ukubaluleka
Ngoku sele uyibonile eminye imizekelo ye-neural networks edlala imidlalo yevidiyo, unokuba uyazibuza ukuba yintoni na inqaku layo yonke le nto.
Kuba imidlalo yevidiyo ibandakanya intsebenziswano entsonkothileyo phakathi kweearhente kunye neendawo ezihlala kuzo, yindawo efanelekileyo yokuvavanya ukwenza i-AI. Iimeko ezingqongileyo ezibonakalayo zikhuselekile kwaye ziyalawuleka kwaye zibonelela ngonikezelo olungenasiphelo lwedatha.
Uphando olwenziweyo kweli candelo lunike abaphandi ingqiqo malunga nokuba iminatha ye-neural inokuphuculwa njani ukuze bafunde indlela yokusombulula iingxaki kwihlabathi lokwenyani.
Unxibelelwano lweeNeural ziphefumlelwe yindlela ingqondo esebenza ngayo kwihlabathi lendalo. Ngokufunda indlela ii-neuron ezenziweyo eziziphatha ngayo xa ufunda ukudlala umdlalo wevidiyo, sinokufumana ukuqonda kwindlela Ingqondo yomntu sebenza.
isiphelo
Ukufana phakathi kwenethiwekhi ye-neural kunye nengqondo kukhokelele ekuqondeni kuzo zombini iindawo. Uphando oluqhubekayo malunga nokuba iminatha ye-neural inokusombulula njani iingxaki ngenye imini inokukhokelela kwiindlela eziphucukileyo kukubhadla okungeyonyani.
Khawufane ucinge usebenzisa i-AI elungiselelwe iinkcukacha zakho ezinokudlala umdlalo wevidiyo uphela phambi kokuba uwuthenge ukukwazisa ukuba kufanelekile ixesha lakho. Ngaba iinkampani zomdlalo wevidiyo zingasebenzisa iminatha ye-neural ukuphucula uyilo lomdlalo, inqanaba le-tweak, kunye nobunzima beqela elichasayo?
Ucinga ukuba kuya kwenzeka ntoni xa iminatha ye-neural iba ngabadlali bokugqibela?
Shiya iMpendulo