Without knowing much about game mechanics, a "domestication" strategy seems to work well.
1. Pick a corner. Bottom-right was what I chose.
2. Move there without getting shot.
3. Shoot first at the robots shooting at your direction, then those with guns pointed in your direction. Then shoot the robots that are shooting. Save the robots that are pointed the other way, not shooting for last.
4. After a few generations, all the robots will be pointing the other way, not shooting. Kill the ones that twitch first.
5. There seem to be randomization events, and some of your domestication will be lost. Try to survive those and re-domesticate.
6. Eventually you run out of non-replenishable HP and die.
That was only in 2011. At the time it was solidly in "this feels like it could happen, but definitely didn't" territory. Now we're in "Let's see if I can induce this in this guy's browser game" land. Feels strange.
Does it really? Humanity is very very keen on keeping alive every individual, even the most disfunctional ones. Not only that, but also try really hard to let even the disfuntional individuals procreate. To me it looks more like the opposite of natural selection. After all natural selection is not only about the best and most fit individuals but also about the pool of genes of the species also.
As a request, I'm giving the player 15% of their health back at the end of each round.
Don't be stingy with health. The fun of this game is watching the opponents evolve. Keeping your health to stay alive is more of a chore, and isn't that fun IMO.
Giving players 100% of their health back will allow them to give more attention to the interesting aspect of the game, and less attention to the annoying chore of staying alive.
And personally, it was my assumption that I would recover my health every round, just like the AIs do. It took me a few rounds to realize that was not the case.
I did well by only ever firing upward +/- 45 degrees (except the occasional horizontal shot for enemies stuck on the bottom), and then staying near the bottom of the screen and moving myself into position before accurately firing (rather than spraying and praying everywhere).
different from my other experiments, I tried to give this one a proper game look, with an artwork when you start and sound when you shoot (which becomes hell once the neural network figure out that shooting a lot is a very good thing)
In a few runs I just played the game quickly ended as there were too many bots shooting randomly.
A couple of variations in increasing level of expected difficulty to implement would be:
- Heal the player after each turn (you propose 15%, I would say 100%)
- Do not increase the number of bots until much later rounds. We want to see smart bots, not monkeys and typewriters.
- Give the player more health/bullet resistance
- Give the player 3-4 seconds at the beginning to move away from the random starting location
- Give the player an immunity cooldown after each hit so that each round lasts at least a few seconds
(It could mess up the training though as that would require the concept of obstruction...)
These are just my feedback for possible improvements, I need to say this looks quite impressive and definitely more complex than anything I have done to date.
I just need to finish my final thesys first. When I get home I'll take a look at your game.