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

---
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
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/[email protected].
If you have any questions or concerns regarding the management of the list,
please send E-mail to [email protected].


---
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
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/[email protected].
If you have any questions or concerns regarding the management of the list,
please send E-mail to [email protected].

---
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
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/[email protected].
If you have any questions or concerns regarding the management of the list,
please send E-mail to [email protected].

Reply via email to