Can't help but be a bit hyped for Cities Skylines II, so I have been following along a little bit. The top comment is extremely meta and did make me chuckle a bit
Can't help but be a bit hyped for Cities Skylines II, so I have been following along a little bit.
The top comment is extremely meta and did make me chuckle a bit
I was a SimCity 2000 turbonerd back in the day and Cities: Skylines just keeps getting closer and closer to the way I wanted it to look then. Wow. I tried getting into C:S though, and it just...
I was a SimCity 2000 turbonerd back in the day and Cities: Skylines just keeps getting closer and closer to the way I wanted it to look then. Wow.
I tried getting into C:S though, and it just didn't click. Paradox games in general leave me a little cold -- always extremely impressed by the games themselves, but never really motivated to actually play. I had the same response to CK2, which is gathering dust (along with a TON of DLC bought on sale) in my backlog.
CK3 is really easy to pick up compared to CK2, so you may want to give it a try again. I will say any Paradox game takes some effort to overcome because you're expending so much creative energy to...
CK3 is really easy to pick up compared to CK2, so you may want to give it a try again. I will say any Paradox game takes some effort to overcome because you're expending so much creative energy to play the game. I find myself feeling like I rather just watch other people enjoy the games at times. While doing this, I usually get a spark to start my own adventure, though.
I'm so happy we seem to be getting a lot of mod functionality baked-in from the get-go. I love the C:S1 modding community, but having to manage a dozen functionality mods each update and trying to...
I'm so happy we seem to be getting a lot of mod functionality baked-in from the get-go. I love the C:S1 modding community, but having to manage a dozen functionality mods each update and trying to navigate a different UI for each mod is very time-consuming and cumbersome. I'm excited to be able to do a lot of those things in a consistent UI that's baked into the game.
I'm so happy they're paying attention to traffic AI. It was easily the worst aspect of the original game in my opinion. Hopefully Cities Skylines II can be played without dozens of mods installed.
I'm so happy they're paying attention to traffic AI. It was easily the worst aspect of the original game in my opinion. Hopefully Cities Skylines II can be played without dozens of mods installed.
One of the potentially biggest things is barely mentioned in the video, but is said explicitly in the blog post: there is no agent limit. The only limiting factor of your city's population is your...
One of the potentially biggest things is barely mentioned in the video, but is said explicitly in the blog post: there is no agent limit. The only limiting factor of your city's population is your computer. Combined with the traffic AI being completely revamped, the way a city functions might feel completely different from CS1.
Sounds less like AI and more like an algorithm? Reminds me of Veritasium's new video on micro mice competitions (highly recommend that video btw). Either way, seems super cool. I'm glad there are...
Sounds less like AI and more like an algorithm? Reminds me of Veritasium's new video on micro mice competitions (highly recommend that video btw). Either way, seems super cool. I'm glad there are other weirdos like me out there who love traffic patterns and programming stop lights.
In games, "AI" is used to refer to a broader array of things that handle the behavior of entities that aren't the player in games. So algorithms like this definitely count as AI in a game context...
In games, "AI" is used to refer to a broader array of things that handle the behavior of entities that aren't the player in games. So algorithms like this definitely count as AI in a game context even though they obviously aren't using modern machine learning (which would be a bad choice for this kind of task anyway lol).
Yeah, that's the thing. It used to be like that. Will people still understand it that way in the future? We've also lost the war on the meaning of hacker (the media uses it to refer to any...
used to refer
Yeah, that's the thing. It used to be like that. Will people still understand it that way in the future?
We've also lost the war on the meaning of hacker (the media uses it to refer to any criminal using technical means), and more recently the meaning of crypto (used by gamblers, investors, and media to mean online wallets, centralised or not, rather than crypto unambiguously meaning cryptography in the sense of data encryption and digital signatures). I don't like it, also things like the consonant shift going on in Dutch atm, but it seems that language is always in motion
It is still the term people generally use and AFAIK not commonly confused with the types of machine learning algorithms that also are referred to as AI (but in different contexts). If that stays...
It is still the term people generally use and AFAIK not commonly confused with the types of machine learning algorithms that also are referred to as AI (but in different contexts).
If that stays that way I don't think anyone knows. It's hard to predict the future and wouldn't be much more than baseless speculation at this point.
Honestly using AI for stuff like that doesn't seem to be going away whatsoever, and the only people I see saying otherwise are really pedantic people who try to argue that AI must only ever mean...
Honestly using AI for stuff like that doesn't seem to be going away whatsoever, and the only people I see saying otherwise are really pedantic people who try to argue that AI must only ever mean "General Intelligence" in conversations about ChatGPT. If anything I think the definition of AI is going to become broader rather than narrower.
What probably helps is that there's not much way for a layperson to know how stuff like this is coded under the hood just from its behavior. Like, theoretically you could use Reinforcement Learning or something to train AI to drive like this. It's just that it would cost a shitton of money, be way less performant, and you'd have to build an algorithm like this first to do that anyway. But an average Joe isn't going to know that or honestly really care -- he, like gamers for decades now, just cares that it has a facsimile of intelligence.
Language change is definitely inevitable, but I don't actually see any evidence that language is changing here for non-technical people. If I were to bet money, I'd say using AI more broadly in spheres like game dev is unlikely to change soon.
EDIT: Also I said "is used to refer", not "used to refer"
So they're not really fixing the traffic issues from the first game and they're doubling down on the worst aspect of it. Great... I miss the pseudo-traffic from SimCity 4, sure it wasn't super...
So they're not really fixing the traffic issues from the first game and they're doubling down on the worst aspect of it. Great...
I miss the pseudo-traffic from SimCity 4, sure it wasn't super realistic and more an approximation than a full-blown simulation, but at least you didn't have to bother with braindead AI drivers doing the most asinine pathfinding imaginable creating citywide traffic jams while the game screamed in your face how bad your city flows. I've spent more time trying to cheese the braindead AI into not being so braindead than actually building a city, and apparently the second game is going to be a similar story, no thanks.
I am curious how you are reaching that conclusion? It is just a feature highlight and all things considered they haven't shown that much. I am fairly sure that if we just watched the same video...
So they're not really fixing the traffic issues from the first game and they're doubling down on the worst aspect of it
I am curious how you are reaching that conclusion? It is just a feature highlight and all things considered they haven't shown that much.
I've spent more time trying to cheese the braindead AI into not being so braindead than actually building a city, and apparently the second game is going to be a similar story, no thanks.
I am fairly sure that if we just watched the same video they said they are actually making the traffic less brain dead as it is no longer sticking to one pathfinding algorithm.
Agreed, it sounds like in CS1 it was a cut and dry "find the quickest path" algorithm and now it uses several factors and will choose a route based on the best "score" when the different factors...
Agreed, it sounds like in CS1 it was a cut and dry "find the quickest path" algorithm and now it uses several factors and will choose a route based on the best "score" when the different factors are weighed together. I can't see how that would make things any worse or be "doubling down" on the original implementation.
Yeah, they even mentioned that cars will change their pathfinding on the fly to avoid busy intersections. It sounds like the cars will attempt to self-balance across different roads.
Yeah, they even mentioned that cars will change their pathfinding on the fly to avoid busy intersections. It sounds like the cars will attempt to self-balance across different roads.
Because you can clearly see in the video it's the same style of simulation from the first game? Individually simulated vehicles like in the first one? They even mention vehicles losing control and...
I am curious how you are reaching that conclusion? It is just a feature highlight and all things considered they haven't shown that much.
Because you can clearly see in the video it's the same style of simulation from the first game? Individually simulated vehicles like in the first one? They even mention vehicles losing control and crashing.
I am fairly sure that if we just watched the same video they said they are actually making the traffic less brain dead as it is no longer sticking to one pathfinding algorithm.
Yeah, and I don't trust them. As you've said yourself, it's a feature highlight, unless they release a demo or show an in-depth overview of the traffic I don't trust them. Sticking to one lane is the lesser of the problems in the traffic system.
Can't help but be a bit hyped for Cities Skylines II, so I have been following along a little bit.
The top comment is extremely meta and did make me chuckle a bit
I was a SimCity 2000 turbonerd back in the day and Cities: Skylines just keeps getting closer and closer to the way I wanted it to look then. Wow.
I tried getting into C:S though, and it just didn't click. Paradox games in general leave me a little cold -- always extremely impressed by the games themselves, but never really motivated to actually play. I had the same response to CK2, which is gathering dust (along with a TON of DLC bought on sale) in my backlog.
CK3 is really easy to pick up compared to CK2, so you may want to give it a try again. I will say any Paradox game takes some effort to overcome because you're expending so much creative energy to play the game. I find myself feeling like I rather just watch other people enjoy the games at times. While doing this, I usually get a spark to start my own adventure, though.
I'm so happy we seem to be getting a lot of mod functionality baked-in from the get-go. I love the C:S1 modding community, but having to manage a dozen functionality mods each update and trying to navigate a different UI for each mod is very time-consuming and cumbersome. I'm excited to be able to do a lot of those things in a consistent UI that's baked into the game.
I'm so happy they're paying attention to traffic AI. It was easily the worst aspect of the original game in my opinion. Hopefully Cities Skylines II can be played without dozens of mods installed.
One of the potentially biggest things is barely mentioned in the video, but is said explicitly in the blog post: there is no agent limit. The only limiting factor of your city's population is your computer. Combined with the traffic AI being completely revamped, the way a city functions might feel completely different from CS1.
Sounds less like AI and more like an algorithm? Reminds me of Veritasium's new video on micro mice competitions (highly recommend that video btw). Either way, seems super cool. I'm glad there are other weirdos like me out there who love traffic patterns and programming stop lights.
In games, "AI" is used to refer to a broader array of things that handle the behavior of entities that aren't the player in games. So algorithms like this definitely count as AI in a game context even though they obviously aren't using modern machine learning (which would be a bad choice for this kind of task anyway lol).
Yeah, that's the thing. It used to be like that. Will people still understand it that way in the future?
We've also lost the war on the meaning of hacker (the media uses it to refer to any criminal using technical means), and more recently the meaning of crypto (used by gamblers, investors, and media to mean online wallets, centralised or not, rather than crypto unambiguously meaning cryptography in the sense of data encryption and digital signatures). I don't like it, also things like the consonant shift going on in Dutch atm, but it seems that language is always in motion
It is still the term people generally use and AFAIK not commonly confused with the types of machine learning algorithms that also are referred to as AI (but in different contexts).
If that stays that way I don't think anyone knows. It's hard to predict the future and wouldn't be much more than baseless speculation at this point.
Honestly using AI for stuff like that doesn't seem to be going away whatsoever, and the only people I see saying otherwise are really pedantic people who try to argue that AI must only ever mean "General Intelligence" in conversations about ChatGPT. If anything I think the definition of AI is going to become broader rather than narrower.
What probably helps is that there's not much way for a layperson to know how stuff like this is coded under the hood just from its behavior. Like, theoretically you could use Reinforcement Learning or something to train AI to drive like this. It's just that it would cost a shitton of money, be way less performant, and you'd have to build an algorithm like this first to do that anyway. But an average Joe isn't going to know that or honestly really care -- he, like gamers for decades now, just cares that it has a facsimile of intelligence.
Language change is definitely inevitable, but I don't actually see any evidence that language is changing here for non-technical people. If I were to bet money, I'd say using AI more broadly in spheres like game dev is unlikely to change soon.
EDIT: Also I said "is used to refer", not "used to refer"
Thanks for the explainer! I am definitely not a computer science guy lol. Very interesting for sure
So they're not really fixing the traffic issues from the first game and they're doubling down on the worst aspect of it. Great...
I miss the pseudo-traffic from SimCity 4, sure it wasn't super realistic and more an approximation than a full-blown simulation, but at least you didn't have to bother with braindead AI drivers doing the most asinine pathfinding imaginable creating citywide traffic jams while the game screamed in your face how bad your city flows. I've spent more time trying to cheese the braindead AI into not being so braindead than actually building a city, and apparently the second game is going to be a similar story, no thanks.
I am curious how you are reaching that conclusion? It is just a feature highlight and all things considered they haven't shown that much.
I am fairly sure that if we just watched the same video they said they are actually making the traffic less brain dead as it is no longer sticking to one pathfinding algorithm.
Agreed, it sounds like in CS1 it was a cut and dry "find the quickest path" algorithm and now it uses several factors and will choose a route based on the best "score" when the different factors are weighed together. I can't see how that would make things any worse or be "doubling down" on the original implementation.
Yeah, they even mentioned that cars will change their pathfinding on the fly to avoid busy intersections. It sounds like the cars will attempt to self-balance across different roads.
Because you can clearly see in the video it's the same style of simulation from the first game? Individually simulated vehicles like in the first one? They even mention vehicles losing control and crashing.
Yeah, and I don't trust them. As you've said yourself, it's a feature highlight, unless they release a demo or show an in-depth overview of the traffic I don't trust them. Sticking to one lane is the lesser of the problems in the traffic system.