I like to try beating Shredder Chess on my iPhone. It will, if you choose,
adjust it's playing strength based on your skill. If you lose, it won't
play as well during the next game. If you win, it won't be as easily beaten
next time. I don't know how chess programs figure out their next moves, but
it's fun to play against them, and they do use some form of artificial
intelligence.
---
Be positive! When it comes to being defeated, if you think you're finished,
you! really! are! finished!
----- Original Message -----
From: "Zachary Kline" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Saturday, March 22, 2014 6:40 PM
Subject: Re: [Audyssey] AI in games
John,
I’m not a developer, but I think I can chime in here from a player’s
perspective. AI is something I’d appreciate in many games, though it’s
almost a necessity in certain genres, such as strategy titles. I need the
illusion of a worthy opponent to keep my interest up.
That being said, AI is hard, even for professional developers. I think the
moment you try and build sophisticated decision making or the like into a
game, you add a lot to your development time.
Not all games need very much AI. Simple games can probably get away with
random numbers, as can, obviously, purely online efforts. But anything
single player probably requires at least a stab at it.
Hope this helps a bit,
Zack.
On Mar 22, 2014, at 4:32 PM, john <[email protected]> wrote:
This is a rather loaded question, so I apologize in advance to all the
programmers who are probably going to get headaches trying to explain this
to me. I'm looking to get some information on the pros and cons of various
AI types in games. Is it worth designing a real ai? Under what
circumstances does the type of ai used in entombed (all random) work, and
in which does it not? Below, I'll explain what I have for information
already:
I understand that there are several different ways of building enemy
intelligence into games. Specifically, there's the type in entombed, where
the enemies do things completely at random, and hope for the best. There's
the type of ai in the GMA games, where the computer just starts shooting
as soon as it can, and hopes it hits you. There's a system like the one in
smugglers three, where the computer uses its weaponry in a very specific
order (it always fires missile first, then lasers if it can). Finally,
there's a system where the computer actually looks at the numbers, and
acts based on the information it can gather, in a manner that will most
benefit it at the time.
I'm not looking for specific advice on how to program the ai (yet), rather
I'm asking for your personal experiences and opinions regarding ais in
games. Can you give me examples of when you would use each type of system,
or why you would never do so? Is there one type of system that is
particularly difficult to manage? Is there a point where building more
intelligence into the game begins to affect the performance and
functionality of the game? Basically, what have you done previously, and
what do you think the best way to handle this is?
Thanks,
John
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Gamers mailing list __ [email protected]
If you want to leave the list, send E-mail to [email protected].
You can make changes or update your subscription via the web, at
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please send E-mail to [email protected].