RE: Evolving/Learning AI progs (was RE: Let me try once more)
- Posted by Matthew Lewis <matthewwalkerlewis at YAHOO.COM> Jan 30, 2001
- 585 views
> From: Chris Bensler [mailto:bensler at mailops.com] > But why does my program game have to be finite? If I were able to > incorporate self modifying apps, I think that alone would break the > boundaries.. > The AI isn't the only thing that can be evolved.. > If I can have user enhancable code in my games, I can allow users to > build the game to however they choose.. I think what I'm getting at is the difference between an open system, that can accept plugins which must conform to a specific standard (ie, use an API to interface with the program). > Add weapons of their choice, change the topology of the gaming arena > through damage done by their warfare, maybe if the AI is advanced > enough, things they say to the AI could effect the outcome.. > If they are nice, maybe the AI would ally, if not, the AI > declares war, > and remembers who helped it and who didn't. > Maybe I could allow the user to TRAIN his troops to however > he likes, to > suit his combat style.. Agreed. But, what I'm saying is that there should be an existing way for players to ally, as opposed to the AI creating that option, and changing the behavior of the game to allow for alliances. > Lest we forget, games involve someone actually playing it > too.. I think > that qualifies as human interaction.. whose to say what someone might > want to try? Yep. But the interaction is limited to the rules of the game. > The future of gaming is in the ability to keep user interested for > longer.. > > If it could be possible to build a game, where the user is constantly > challenged regardless of how much he has played. In fact it would get > MORE challenging as the AI gained knowledge and experience.. > It would almost CERTAINLY dominate the market.. > > The point is, I WANT my game to expand, this is the theory.. Me, too. :) > Like adding macro abilities to your apps.. > How about plugins? > Take Photoshop for example.. How are the plugins implemented into the > main app? (This IS a question, not just a leader) > I'm quite sure there aren't very many restrictions on what a > plugin can > do to the app, you can make a plugin that modifies the actual > GUI of the > app.. > Seems to me, the best and most logical way this is implemented, is by > calling code from the plugin, and combining it with the underlying > program.. My understanding is that Photoshop (or anything that allows this sort of thing) provides an API for plugins that allows them to do various things. Take a look at VBA in Microsoft Office. Each app (Word, Excel, Access, etc) exposes different things to VBA to allow users to write their own 'plugins'. I guess that the most succinct way to spit out what I'm getting at is that your plugin/AI/script/etc should be able to do whatever it wants behind the scenes, but it shouldn't be able to modify or get around the API provided. That, of course, goes both ways. The program should have a standardized API for calling the plugin. That's what I've been doing with David's Eu. So, it would be possible to have an AI or a player invent a new weapon. It would be simplier, IMHO to save that information in a separate file, loaded whenever the game starts. Then the AI can treat all available weaponry the same. It wouldn't know if the item were created by the original programmer, a player, itself or another AI. However, it probably wouldn't be possible to use the weapon for purposes other than those which already exist. Like suddenly it's able to use an empty magazine to carry water, or something. Matt Lewis ____________________________________________________________ T O P I C A -- Learn More. Surf Less. Newsletters, Tips and Discussions on Topics You Choose. http://www.topica.com/partner/tag01