He mentioned that the program should make simple decisions and limit
information under consideration.  These are two aspects of using
componential knowledge. (I don't know what it should be called).
Another reason to use componential knowledge is that it provides us
with possible insights on how the program should use new knowledge
based on the categorical similarities of previously learned knowledge.
This kind of insight has the potential to avoid the AGI pits of strict
hierarchal knowledge and poorly integrated knowledge.  However, this
is not the sort of thing that is currently practical for game AI. A
computer game has a lot of concrete knowledge of objects and events
which the Game AI programmer has to use to make his AI work, but it
does not lead to the solution of AGI problems.  Another reason why
componential knowledge is good is that the alternative is impossible.
Jim Bromer
Jim Bromer


On Thu, Jan 16, 2014 at 11:54 AM, Alan Grimes <[email protected]> wrote:
> Here's an article I just skimmed about game AI.
>
> http://gamasutra.com/blogs/DavidParis/20140113/208505/Gameplay_Programming_Hints_Building_AI.php
>
>
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> Powers are not rights.
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