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Currently, I am trying to implement paper 'Human-level performance in first-person multiplayer games with population-based deep reinforcement learning'.
However, it seems like paper use a Maze generation method to make various environment. It is little hard to make it myself because of lack of information.
Would you provide little hint about how to build a CFG game using Maze generation if it is possible?
Thank you
The text was updated successfully, but these errors were encountered:
Hm, yes, we used an internal tool to generate mazes I think. It's pretty similar to what you can do with text-based levels, though, so maybe you can just emit random text levels and then compile those?
@tkoeppe Thank you for response. I can make a random maze from text.
I am wondering how can I put a component for CFG game such as the info_player_intermission, team_ctf_blueflag, team_ctf_redflag, team_ctf_blueplayer, team_ctf_redplayer, team_ctf_bluespawn and team_ctf_redspawn into text map as character symbol.
Hello,
Currently, I am trying to implement paper 'Human-level performance in first-person multiplayer games with population-based deep reinforcement learning'.
I can make a simple 1 vs 1 CFG game using the GtkRadiant and Lab.
However, it seems like paper use a Maze generation method to make various environment. It is little hard to make it myself because of lack of information.
Would you provide little hint about how to build a CFG game using Maze generation if it is possible?
Thank you
The text was updated successfully, but these errors were encountered: