1. About all the AI
- Posted by Ralf Nieuwenhuijsen <nieuwen at POP.XS4ALL.NL> Jul 03, 1997
- 725 views
To Michael Packard & Anders Eurenius Maybe i am wrong, but aren't you guys loosing your objective here.... It is not about beating the other about who's better..... But to create the best AI possible for Joseph Martin's Risk game. Also you both say about the same thing implended a bit differently, i looked and thought about your explenations for about an hour, cause they were interesting and i dunno anything about AI. I noticed that Packard's idea is more general for AI, Anders way is also included in his method, on the other way.... Anders method is more practical and when you have written the code you can use the code again easily.... You should begin a contest.... see which AI is the best and then combine it and sent it to Joseph Martin for his game.... This way everybody wins..... PS I do mean to continue the discussion, i find it very interestion... Ralf Nieuwenhuijsen nieuwen at xs4all.nl
2. Re: About all the AI
- Posted by Michael Packard <lgp at EXO.COM> Jul 03, 1997
- 724 views
On Thu, 3 Jul 1997, Ralf Nieuwenhuijsen wrote: > Maybe i am wrong, but aren't you guys loosing your objective > here.... I'm not. My objective ia clear. He asked "how do I create AI?" and I told him. It's great to get other ideas from the crowd. > It is not about beating the other about who's better..... > But to create the best AI possible for Joseph Martin's Risk game. There is no "best AI possible." Everyone who plays against the AI will have a different opinion about it's strengths and weaknesses. What most people (who haven't written an AI before) would call a great AI just plain isn't. We have to stop thinking in terms of right and wrong. We need to think about what's fun. > Also you both say about the same thing implended a bit differently, > i looked and thought about your explenations for about an hour, cause > they were interesting and i dunno anything about AI. > I noticed that Packard's idea is more general for AI, Anders way is > also included in his method, on the other way.... Anders method is > more practical and when you have written the code you can use the > code again easily.... Our ways are identical in practice. The only difference is in the decision tables that drive the AI. Why do I do something, when do I do it, when not to do it, when do I panic? Usually game AI code is game specific, rarely do you re-use major portions of the AI code in a different game. Most of BattleChess' AI is worthless in Duke Nukem 3D. > You should begin a contest.... see which AI is the best and then > combine it and sent it to Joseph Martin for his game.... I'll advise, I'll playtest, I'll give opinions. He can do whatever he wants with them... Michael Packard Lord Generic Productions lgp at exo.com http://exo.com/~lgp A Crash Course in Game Design and Production http://exo.com/~lgp/euphoria
3. Re: About all the AI
- Posted by "C. K. Lester" <cklester at FLASH.NET> Jul 03, 1997
- 705 views
Ralf Nieuwenhuijsen wrote: > To Michael Packard & Anders Eurenius > > You should begin a contest.... see which AI is the best and > then > combine it and sent it to Joseph Martin for his game.... > Yes, a contest between competing AI methods... let's say a game of 3-D tic tac toe. I believe there is already a game created in EUPHORIA for it. Develop your AI and implement it in the 3D tic tac toe game. Winner gets... um... much acclaim and... uh... somesuch stuff. Or maybe we would need a more complicated game, like Axis & Allies or something. Just do it! ck
4. Re: About all the AI
- Posted by "C. K. Lester" <cklester at FLASH.NET> Jul 03, 1997
- 695 views
Michael Packard wrote: > Usually game AI code is game specific, rarely do you re-use major > portions > of the AI code in a different game. Most of BattleChess' AI is > worthless > in Duke Nukem 3D. Speaking of Duke Nukem 3D, is it possible, you think, to create that type of game with EUPHORIA? Having just seen Ralf's GFX demo, I figure at least we could do something like Diablo, yes? Thanx, ck