A Perceptron in Age of Empires II
EvgeniyZh
11 points
4 comments
June 18, 2026
Related Discussions
Found 5 related stories in 121.8ms across 10,996 title embeddings via pgvector HNSW
- The Smallest Brain You Can Build: A Perceptron in Python DevarshRanpara · 141 pts · June 08, 2026 · 54% similar
- Human-Like Neural Nets by Catapulting telotortium · 12 pts · June 06, 2026 · 43% similar
- Lemmings for Picotron memalign · 21 pts · June 02, 2026 · 42% similar
- Nemotron 3 Ultra: Open Moe Hybrid Mamba-Transformer for Agentic Reasoning [pdf] victormustar · 23 pts · June 04, 2026 · 41% similar
- LLM plays an 8-bit Commander X16 game using structured "smart senses" russellharper · 15 pts · April 08, 2026 · 40% similar
Discussion Highlights (2 comments)
evanjrowley
I need to try this. Age of Empires II was never really on my radar until I recently learned it's engine is the basis for another game I'm a fan of - Star Wars: Galactic Battlegrounds. It's one of two RTS games released in 2001 that I've spent a lot of time on, with the other one being Emperor: Battle for Dune.
ecshafer
Age of Empires II had a creative map editor, where you could "program" via triggers and effects. It wasn't as in depth as the blizzard games which you could write code, but was easier to use. You could make a trigger (ie. units in this area, time passed, number of units on the field, build a building, etc) then effect (ie spawn unit, move unit, kill something, etc). Which was used in custom maps to do all sorts of fun games. Or like here you can make a nand gate by moving units around.