Electric Sheep by player2point0
Look after a herd of AI sheep, every so often you can breed survivng sheep to create a new sheep with the attributes of the parents. Keeping the best sheep alive and breeding them will allow you to essentially upgrade the herd. Protect the herd and keep them fed and watered.
This was kinda more of an experiment, I wanted to see how much of a game I could get an AI to make.
The sheep and grass graphics come from google quick draw and I ideally wanted to generate new images on the fly, but couldn't figure it out. Instead it selects images from a small sample of the dataset.
The music comes from MuseNet and was generated and then I curated it.
The logic for the sheep and wolves is created by a neural network that was trained using reinforcement learning. Unity has a really simple toolkit for this ml-agents and basically all I had to do was define the rewards.
So really all I did was assemble the game.

| HTML5 (web) | https://player2point0.itch.io/electric-sheep |
| Original URL | https://ldjam.com/events/ludum-dare/44/electric-sheep |
Ratings
| Given | 15🗳️ | 8🗨️ |
You want to move them towards water or grass, but because they keep moving towards the top right, they slip out above your or under you when trying to herd them.
It's a challenging game but mostly because of the controls and the bug. If the bug wasn't there, I think herding them would be much more enjoyable and interesting. Herd mechanic could be finetuned a bit. Overall, I think there's a gem here waiting to be polished! 2.5 overall score.
This concept was really interesting, and I'm impressed that you managed to tie all these bot-generated things together in one package. I feel like given a couple of tweaks this game would be pretty fun too.
I found the basic gameplay loop - herding sheep to food/water - fending off wolves fun, but I want to move faster! Pushing those sheep is hard work, and chasing off a wolf only to find out all my sheep have died of hunger in the meantime was sad, maybe make their base hunger/thirst meters a little higher?
I'm very curious about the Machine Learning aspect however - I am using ml-agents in my University dissertation, I couldn't imagine getting everything set up properly and making a full game with it in less than three days! How long was the training time for the AI? And had you had experience with ml-agents before this project?
@xmpted Yeah it definitely needed more play testing, thanks for the feedback :)
@exevalon Thanks for the feedback :) My guess is that that bug is due to the ai being trained badly / not for long enough.
@sn4pi Yeah, for what should be a relaxing game it's pretty stressful.
@lagrume-masque Thanks, glad you had fun playing my buggy mess :)
The AI in the final game took about 3 hours to train, which included a seperate sheep AI and wolf AI. However, I trained a previous more simple sheep AI on its own in about an hour. That performed better than the final one, but I decieded not to use version control soooo :(
This was basically my first time using it and neural networks really. And it shows in some areas, I didn't change any of the hyperparameters and I didn't train it very well.
I'd be interested to hear more about your dissertation.
My dissertation is basically focused on looking at whether ML AI could be suitable replacements for traditional state machine AI (the answer is, not entirely).
So it's basically focused on training AI cars to race around a racetrack, giving each car a different brain which has different types of input (one has a topdown camera view as an input, another has just a vector telling it the direction of the next checkpoint for example). I have spent so long watching cars drive around, looking like they are going to perform successfully, only for them to turn sharply into a random wall, crushing all of my hopes and dreams.
Strangely it appears throwing more information at a neural net can actually train it faster, at least in the cases I've been trying it. Just giving it a camera as an input is surprisingly effective, but good luck trying to maintain any reasonable FPS when you have 10+ AI running around all rendering the scene from their own cameras haha.
As for hyperparameters, they are still absolute black magic to me, I tweak them occasionally and it either helps training times slightly, or completely breaks them and makes them never learn at all!
The game, however, needs better instructions to tell the players which block is/does what. I would've also loved to see/hear some visual/audio feedback when the sheeps were eating/dying/etc...
Also at times I though I was stuck in breeding screen cause my brain thought pressing Esc or some key would get me out of it.
Hope you have more time to polish your next jam game!