1. Re: AI- argument WAS: Computer version of Risk

On Fri, 4 Jul 1997, Anders Eurenius wrote:
> Yeah. I should come back after a few titles.

nope, stay awile.  We need the input.

> > > Michael (who, it turns out, is a pro)
> > Like DUH!  Everyone on here should know my "qualifications" by now. =)

> "DUH" what? A lot a stuff I don't know.

DUH, I'm a pro! =)

> > > got ticked at my clueless book-voodoo, and then...
> >
> > Not ticked.  You spewed that "book learnin'" at us... ick.   I really wish
> > some of those CIS instructors would tell their people that nobody in
> >the real
> CIS? CS?

Computer Information Sciences  That's what it was called at my college.

> > world actually "does it" that way.  When I was in college, they expected
>
> I can relate to that, but I'm one of those people who are sorry for the fast
> (hardware) speed development. It has killed the craftsmanship...
> (Yeah, yeah, yeah, I know, <insert argument here>)

Computers used to be fun.

> > I never said anything one way or another about the algorithm, you
> > questioned my RISK playing ability, which is completely irrelevant to
> > the AI development.
>
> It *shouldn't* be, but when you use it to make hardcoded instructions, it
> immediately becomes very interesting since the prog get your (strategic)
> mistakes in it!

Agenda mistakes, maybe, but that's ALWAYS the case when you program AI.
The best a AI can play is determined by your assumptions about the
relative value of each possible move.  There is NO way to know for certain
what the best move or best set of moves is in any game.  You teach the
computer to play, then adjust how it plays as you playtest it.

Almost always the initial set of assumptions you start with is completely
backwards.

> > Lord Generic Productions
>   ^-                    -^
> This might be what got me. Sounds like one or two kids.

Think "Norse Nobility" not "king of plain-wrap"


BTW the AI lesson will be about programming enemy AI and not about
computer opponents.  Some of it will carry over, but we've already talked
that subject to death, and it doesn't pertain to the Crash Course
game project.

Enemy AI is what the monsters in your game do before,during
and after an attack on the player.

Opponent AI is what an AVATAR competing against you for the same game goal
needs to do to achieve that goal.

I'll be explaining the flight and attack scripting system I'm using in
StarRanger.

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

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