Blockchain Gaming: It's time to confuse machine learning.

in LeoFinance3 years ago

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When I was a kid, chess had not yet been solved by computers.

In fact, it was believed that computers would never be able to beat the top human grandmasters. Now we live in a world where beating the computer is basically impossible. This is because the AI now has access to a massive dataset of games: More games than one person could ever play (let alone hope to remember and analyze in real time).

In addition, we see this kind of specialization pop up elsewhere. Used to be people were mining Bitcoin on a laptop. Then on a stronger CPU. Then we used GPUs. Now ASIC machines have taken over and all of the old non-specialized tech can't compete with the Application Specific Integrated Circuits.

That's the thing about specialization.

It's only good for the one thing, but it does that one thing very very well.

Automation is the future.

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This is what AI is good for.

Thus far the best AI has these huge datasets for machine learning. Where do those datasets come from? People. The AI learns from what we do and tries to make improvements based on the winning conditions (or will play games against itself employing random elements into the strategy to get different results; aka brute force). AI does not have a lifespan, so once they become a grandmaster at any skill they will remain so for all time.

The human brain is very well optimized for what it does.

We have to live in the real world, and thus our brain doesn't have an ultimate focus. It is a multi-purpose computer, capable of performing many different tasks on a day to day basis. Even bees have been known to defeat super computers at the Traveling Salesmen Problem. How is this possible? Better heuristics.

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Pruning the decision tree (heuristics).

The nature of decisions is exponential in practice. If we have ten options, and each of those options branches into ten new options, and each of those options branches into ten new options (etc etc)... then we have a decision tree with an exponent of ten. For each decision we have to make there are a power of ten paths to get there. If we need to make 20 decisions in this case there are 100,000,000,000,000,000,000 possible outcomes. That's too many for a computer to brute-force, which is exactly the same concept that allows public key / private key elliptical encryption work. In some cases it would take billions of years to crack with current technology.

What about decisions that suck?

We know when we play chess that moving our king into the center of the board is probably one of the worst things we could do. Therefore we prune the decision tree and never make those moves or even bother theory-crafting them. We know they are bad (especially early game) and thus we can chop millions/billions of decisions off the list and never have to study those outcomes. They simply become orphaned. This is known as using heuristics to prune low value nodes from the tree, thus destroying not only that node, but all the children nodes spawned from it.

This is potentially the threat that quantum computing poses to encryption. If quantum computers can find ways to prune the options and avoid a brute-force scenario, we may have to rewrite all of our encryption algorithms to be "quantum resistant". In fact, we see this idea portrayed in movies as something that already exists. How many times have you seen a hacker crack a code and show the numbers being solved one at a time? Yeah, that's not real, because brute forcing doesn't know how to lock in a number before the solution is found.

Hm yeah totally real beep boop beep I used my smartness to hack 128 bit encryption instantly. So hilarious how sensationalism is paired with ignorance and money/power to make nerd stuff exciting. Hacking is boring. It's like trying to make FBI stakeout exciting when all the feds are doing is waiting around for hours/days/weeks while nothing happens.

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Wait, why are we talking about this?

Because blockchain gaming is going to be absolutely massive. In fact I guarantee that in ten years blockchain gaming will be the standard while anything that isn't somehow linked to NFTs will be viewed as absolute trash. There's really no way around this reality materializing because crypto simply has too much intrinsic value.

Thus it stands to reason that 'real' economies (like World of Warcraft and 'gold') will come into being... and there's going to be a MASSIVE financial incentive to cheat, use bots, and program AI to exploit the value and siphon it into the blackhat's wallet. Clearly, the communities involved will move to prevent this from happening, but it will be a constant battle.

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The interesting thing about this inevitable reality is that community itself will have a huge financial incentive to police the network. Hopefully this doesn't lead to too many toxic situations, but that is likely wishful thinking considering what we see with downvotes on Hive. If you think people are salty about a blog post being downvoted, imagine what people will do when their gaming account gets nuked and incurs a six figure loss or whatever.

It's going to be even worse than anything we've ever seen to date. People have DIED playing World of Warcraft. They have killed over it, which exponentially more toothless death-threats issued by cowards behind a screen. I guarantee adding crypto to gaming will make these occurrences at least x10 worse if not more. Money does crazy things to people.

But that's not really on topic.

What I'll be focusing on here are tactics that can be employed to prevent the Sybil attack on gaming (multiple bots farming/exploiting economies for one person). This is something I've talked about years ago but with all the development going on now it's becoming much more real.

So in World of Warcraft when someone saw a "Chinese Gold Farmer" (slightly racist undertones), yeah, it was annoying. That person was just standing around farming elementals and undercutting everyone on the auction house and flooding the market with elemental essence (or whatever the case may be). This would in turn dilute the value of the items the farmers were farming and kind of ruin it for anyone else (unless you're the one buying).

An interesting aside to this situation was that "Chinese Gold Farmers" were not actually any good at selling their product. Most of these farmers treated it like a job. They'd farm like 12 hours a day or whatever and at the end of the day (or multiple times during the day) they'd go to the auction house and undercut price everything to sell at the current market value.

This created some massive macro opportunities for people like me, who were using auction house mods and other tools to game the system. It also created very interest market cycles, where one could buy cheap items on low activity days (think Mondays or other weekdays) while selling them at a massive markup (50%+) on the weekends. That's because weekends were when all the people with jobs would actually play. Not only that, raids were scheduled on weekends because that's the most likely time people would be on. Demand on weekends was massive, while supply was constant. This made it easy to play the market cycles to buy cheap and sell high.

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Again grossly off topic on this tangent.

The question remains: how do we stop bots and mindless drone farmers from coming into the game and undermining the economy? With so much money at stake, this is going to become the question of the decade when it comes to blockchain games. The community will try much harder to fix it than a corporation would.

That's the thing...

When a player sees a bot or a farmer in WOW, it's annoying. They might contact a GM and report the problem, but probably not. Also the way corporations like Blizzard deal with the problem is by collecting information over the course of weeks or months and then issuing sweeping bans. During that time the economy is being exploited constantly, but they have to do it this way because botters will react more quickly to constant bans being issued on a daily basis. It's all part of that large batch corporate structure.

Meanwhile, in blockchain gaming...

Not only will players almost always report abuse because the value of their account depends on it, these systems can also create financial incentives for players to better regulate the network. Catch a bot, get a bounty. This is something that traditional gaming business models could never hope to achieve.

In addition, a game on the blockchain is going to be way more open access. Many (if not all) will have the same powers as a GM. In WOW your character has to be physically next to another character for you to see them doing something shady. On a blockchain game everyone can see everything, making it easier for random enthusiasts to police the network in exchange for the rewards provided for keeping the network clean.

Permissioned systems.

I believe invite-only servers are going to be a big thing. As weird as this sounds (because it runs contrary to crypto at a fundamental level), making an invite only server makes sense in a lot of ways. First of all, it allows the underlying community (while smaller than a permissionless one) to greatly increase the regulation of the network. If I invite @taskmaster4450 and @tarazkp to my game, I'm doing so because I trust those accounts. If they nominate other users, and those users get accepted to the game, and those users end up being bad actors, it reflects poorly on all of us. Everyone has a financial incentive to stop these things from happening, and the reputation systems that get created in the process will be a thing of legend.

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A return to hardcore mode.

Another way to crush bots and low-level farmers is to make the game really hard and to increase the stakes for losing. This is why I'm so excited for @theycallmedan's project Ragnarok. That game is going to be SO HARDCORE. It costs money to play. Losing is not going to be pretty. It employs three separate masteries (chess, CCG, poker), and on top of all of that there is a huge honeypot at the end of the rainbow that everyone competes for A YEAR for. Pretty wild, should be good.

In the context of MMORPG, this means perhaps the games of the future will be extremely hardcore. As in: if you die that character is dead forever. A game balanced around these hardcore mechanics can be extremely frustrating when we lose, but I can tell you from experience that winning is a hundred times more thrilling, especially when you almost die.

In fact, this is something I've theory-crafted myself. Imagine gold being rewarded from a fight is a function of risk. Meaning we employ our own AI and our own heuristics to guess how dangerous of a fight someone is in. If the fight is an automatic win (farming) for the player, then you get zero gold, but if the fight is very risky you get more gold. It is in this way that an in game currency would not be diluted by over-abundance and risk-free farming.

We need to create situations where if you simply get unlucky and get crit five times in a row: you die and lose everything on that character/s. Thus, bots and unskilled players will often get wrecked or won't be receiving a very good reward for their efforts.

But what of confusing machine learning?

Ah yes, I seem to have forgotten the entire purpose of this post. The games of the future will simply be built differently. The rules will have to change often and the meta-game will have to be broken constantly. This is how we can defeat machine learning: by altering the game in small ways that make it very difficult for the previous dataset to help with the current version of the game.

Again, this is another thing that Ragnarok does well.

By making cards deflationary it completely defeats a lot of the meta-game. A bot might see me win a ten games in a row using a certain strategy, but that bot will not be able to be able to employ the same strategy because my cards are rare and I've farmed a lot of XP tokens to get where I've gotten. It's not like Hearthstone (or other CCGs) where any card can easily be minted via the crafting system and 'dust' currency.

The bot will not have the opportunity to learn on its own because playing the game costs money and the owner will not incur those fees on a hope and a prayer that the bot MIGHT become profitable one day. And that all assumes that the bot has been programmed to play three different hardcore games at once... again... very unlikely especially within the first few years after launch.

In the context of an MMO regulated by the players themselves, these concepts get even more interesting. How does decentralized development work? How does balancing skills and abilities work? My guess is stake weighted DPOS votes that buff/nerf certain skills. If the meta is always changing and the items create unique opportunities it becomes very hard for AI to learn how to play the game.

For example, lets say frost nova is a sub-par skill that you usually wouldn't use or level up. However, you find a super rare item that increases the level of frost nova by +10. Now you have this super rare (possibly totally unique) item that breaks all the meta-game theory and you have to build your own strategy around the items you find. This is the result we are going for to randomize game mechanics and break apart machine learning.

Conclusion

Defeating bots is going to be the number one issue in blockchain gaming once it goes mainstream. Many games will be destroyed by the Sybil attack vector. Communities will act to defend themselves, and there will almost certainly be collateral damage involved.

By preemptively thinking about these problems now before they exist we can better craft these systems from the ground up knowing what the weakest points are going to be. RNG and Sybil attack are the big ones. We need to figure out how to make AI dumb again if we want blockchain gaming to succeed. That means prioritizing generic tasks and intuitive heuristics over specialization.

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Apart from blockchain gaming I only play hardcore. Minecraft, Terraria, Path of Exile; even games without a hardcore option, when I die I delete and start over.
Gaming with multiple lives feels like watching a movie.

POE :)

When the Hive price was much higher, I ran hardcore races with each new league. Lots of fun.

The more I learn about Ragnarok, the more sceptic I get. Because by making it so costly to lose, how you can attract masses of users? And if not masses join, how can then be the price pool so big? I really hope this all works out as planned, but I see a huge risk by creating such entry barriers for playing. A bigger risk than bots playing it.

It's specifically designed for there only to be like 2000 hardcore players. It's not meant for mass adoption in any way, except that it will hopefully be a spectator sport that people place bets on (like real professional sports).

how can then be the price pool so big?

All of the rewards are consolidated into a once-a-year tournament.

Also in the beginning of the game XP tokens will be worth a massive amount. Simply playing the game will easily more than pay for the HBD cost to play the game. But you'll have to sell XP tokens to cover the cost. Many will opt to hold their XP tokens to power up cards... or in many cases even buy more on top of what they are farming.

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Wow, nice. There are so many decisions to make to be successful on the game.

I'm excited to see how people would place bets and the odds players would have

Dark Country is supposed to have some permadeath zones where you will lose your hero if you happen to die there. I think they are employing some kind of burn mechanic on the NFT. They are still working on the game, but it could be interesting.

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About character death. Diablo 2 - hardcore. Amazon personal best level 98. Was very upset when she died.
But about WoW, my wife makes money by guiding players. On the plus side, he earns more than the average wage in the country. Of the minuses - weekends, so do not bother me, I have a raid.

Meh I think I'm getting old and grumpy but I used to hate bots when I was younger and spent a good part of my days playing MMOs

I understand they serve a purpose on blockchain games, as jfang pointed out, but I can't help but wish they were gone.

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Bots are living peacefully in Splinterlands as the current mechanics provide low rewards for extensive gameplay. With such rules, there might be a good future for both players and bots to make everything more dynamic.

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yeah I'm also hoping to see a game where botting is the primary function.
like all players use bots to play the game.

Unique items, or change gameplay conditions (with rain, smog a storm)... A dynamic change of the rules it's annoying for bots. Ragnarok is promising in this sense but I also expect to see some bots in it. Will see if they manage to make them profitable or not. This being said if Ragnarok manages to get the bots out of the game, this would be like to find the holy grail of crypto gaming. Only this issue solved would be a huge step forward.

Although they claim that Ragnarok will not be Bot-able I think people will try anyway. Some may even take it as a challenge. Will be a great learning experience either way for future developments not wanting BOTS.

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The profitability of the bots is a function of XP token value vs the HBD cost of playing the game.
It doesn't matter if there are bots if the bots lose money.
In fact that would be great for the economy.

Ragnarok will be 'easily' bottable, but maintaining profitability will not be.
And it might even take six months to a year before a bot even functions.

Much more likely that people will use bots as helper tools.
Like booting up a chess bot to play like a grandmaster on the chess part.
But even then the board is tilted sideways and played corner to corner so the bot might not know what to do... especially considering you can checkmate the king and still lose.

yes, true.... botting is 1 thing but profitability is the bottom line. This game is going to be SICK, can't wait !

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I'm skeptical of all games that are mention to be "ai resident". Because it's always a timestamp.

Can be true for today and wrong for tomorrow.

Even GO is solved by AI.

Money can be protected mechanic ( but it will not work, because why complex system when it can be "win = earn").

And money flow needs a user. Poker works because noobs cash massive.

Another thing to make it AI resistant is extremely high randomness and extremely high decision making that brings more random factors in.

But I'm sure 99% of people would hate it because it's too complex.

Even GO is solved by AI.

Even Go?
The oldest and simplest game in the world?

Like I said there will be permissioned systems that don't allow bots to come in.
Even players that are simply "too good" compared to everyone else might get kicked out for "cheating".
Everything changes when the community has direct access to the servers and data and everyone has a financial incentive to defend the economy.

True,

And GO is more complex than chess btw :P

The rules of Go are very simple; much more simple than chess.
But yes, the decision tree for Go is much bigger in terms of brute-force AI.
Because GO has 19x19 moves in the beginning (361) while chess has like 10.

exactly :)

and the follow-up turns make it complex. But yes I like chess more too :P

Bots are a plague in gaming and having systems created in the beginning of a game to instantly route them out sounds good but how would the anti-cheat know which accounts were botting if there are no benchmarks before hand? A lot of innocent players might get destroyed and that could tarnish the developers reputation. I agree that making a game complex is a great way to dissuade bots from propagating but not every Developer will want to create that type of dApp.

Creating anti-cheat systems and having them deactivated when the game launches and slowly activate each one as issues being to occur with bots could work, that way the system is already made and if it doesn't have to be used then that's one less thing for a real player to worry about.

You bring up some interesting points and I thank you for sharing your thoughts on the matter.

awe iztrupnal nqma tuntara muntara 🤣🤣

Well bots also have their own uses but I do think it does undermine the financial aspects quite a bit. For example if we had to wait like 5 minutes to match with someone, I think a lot of people would of quit. So you also need enough active players to make match-finding easier unless the developers built a bot to play against plays during non-peak hours.

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That's true. Especially on blokchain games because they are still so very small. Maybe when things blow up out of proportion bots won't be needed for that specific purpose

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I think there's a whole lot I'm missing in Blockchain gaming. I really need to get knowledge about this concept and that's what I see almost every corner I turn now

This was an interesting read. I am rooting for the human brain over bots. !BEER

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Hey @edicted, here is a little bit of BEER from @fiberfrau for you. Enjoy it!

Do you want to win SOME BEER together with your friends and draw the BEERKING.

I honed my skills by playing blockchain games. You have to live in the real world, and thus our brain doesn't have an ultimate focus. It is a multi-purpose game, capable of performing many different tasks on a day-to-day basis. You may check this post to learn more about how to improve your trading skills.

 3 years ago  Reveal Comment

No I haven't looked into the studies that you haven't linked that render encryption and the foundation of the entire data economy moot. Do you think someone should tell the world economy so that it knows it is moot? You'd of thought that a technology with no practical relevance wouldn't be the foundation of everything. Weird.

Actually I think this is the second time I've heard about the Stargate Project.
That's the ultimate read/experience for anyone tripping balls.

 3 years ago  Reveal Comment

I do SEEM very quick to dismiss, don't I?

 3 years ago  Reveal Comment