In the mid-1990's, IBM developed a chess program call Deep Blue. It beat the world champion chess player Garry Kasparov in a six game match with two winds for Deep Blue, one for Garry, and three draws.

There was a bit of a cloud over the incident since Garry accused IBM of cheating and challenged Deep Blue to a rematch. IBM quickly refused and dismantled Deep Blue.


Some people feel that this was an admittal of IBM of their cheating, but my personal feelings are that computers are not nearly as creative and flexible as humans, and the chess master would probably have beaten Deep Blue handily if they had met again. IBM had met its goals of creating a chess program which beat the best human chess player in the world, and it could only tarnish its victory by having a rematch.



Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com



----- Original Message ----- From: "Charles Rivard" <woofer...@sbcglobal.net>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Sunday, April 04, 2010 12:10 AM
Subject: [Audyssey] AI - Re: multiple player game


If I follow what you're saying, a chess program would be a real bear to
write from scratch, wouldn't it, given all of the possibilities that come up when it is the program's turn to move? On the first move of the game, there are a possible 20 moves that can be made, but it very quickly becomes much,
much more.  The code to be written to get a program to play really well
would be enormous, wouldn't it?


----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Saturday, April 03, 2010 10:45 AM
Subject: Re: [Audyssey] multiple player game


Hi Jim,
Oh, I guess I didn't really mean easy, but possible might have been a
better word for it.  From a design aspect it would be easy. It is
programming it that is complicated/hard as you have to give all of the
player semi-intelligent AI to know when to block, defend, steell the
ball, whatever. To make realistic decisions based on certain
situations in the game.
As far as AI goes it can be a pretty advanced field of study in and of
itself.  I've read a few books on the subject, and there is still
stuff I don't understand clearly. However, building a simple AI really
just requires thinking about what possible situations the game
character will face during your game, and creating a list of
conditions with specific responses attached.
For example, in STFC I had to build a realistic combat intelligent
fleet of enemy ships. As a result it would constantly check the status
of the ship, the enemy, and take a certain type of action based on
statistical data. If the Federation ship was weak, and nearly beaten
the enemy ship might not retreat in the hope of making a solid kill.
However, if that ship was heavily damaged and the Federation ship was
still in combat ready status run away and live to fight another day.
Of course, it was a bit more complicated than that, but this is a
simple example of taking one particular combat situation, and then
performing some intelligent action based on the current situation. Of
course, if you want to give certain ships or a commander a more unique
AI then things get much trickier.
However, all and all the basic principle applies to a game like
basketball. You can give each computer driven player an AI with a list
of rules how to play the game in what situation it should pass the
ball, dribble it, try and make a shot, etc. I don't think anyone is
very good at programming AI driven game players like this at first,
but it is something you can learn with practice. Sometimes it just
takes a little experimentation.

Cheers!


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