ai

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Your game has to have rules. You have to program the program.
You can't have a game where the AI decides to change the rules.
Example: In a card game - say rummy - A child might decide that
jacks now are wild, and play a jack where a five should go, but I
wouldn't want my AI oponent to do that - unless I could do the same.
I think a better AI would play like this: 'don't play the seven since
my opponent probably needs it'. Or even better: 'play the seven
because my opponent needs it which will force him to play the
three which I need to win the game'. That would be quite a good
game I think that people would enjoy and find challenging.

I know a game called 'Cloak and Dagger and DNA' which is
very easy to learn and has AI's which don't learn but evolve, they
have a GA and those that win breed and play again. You won't
be able to beat *that* game after a month! First few days maybe.
If you don't know the game you should check it out. The AI's are
saved as little text files (twenty lines max) that you can look at and 
easily rewrite if you want. Simple to understand commands.
No pattern recognition or anything complicated at all. Just damn
hard to beat. The game is designed to encourage the user to
rewrite the AI's by hand or to choose which AI's breed. Even so,
there are no weapons, no magic gems, no damsels in distress,
etc. I think we can do better.

There are thousands of good people around the world working 
on 'autonomous agents', 'animats', etc. writing books and papers,
organizing conferences, creating computer simulations. I am
generally not impressed. Perhaps they are using the wrong
language?
John


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