Steven Sacks and Agustin Maria Rodrigues wrote:
> DirGames-L would be a more appropriate forum to post this, but
> you should know that AI is not easy to program, and nobody is
> going to be able to give you a canned script.

Thanks, you learn someting new everyday. Been using this list for the last 4
years, i guess you get a little blind to the outside world. Didn�t know
there was anything like dirgames-L. Where do you sign up?
Yeah, belive me i know too much about the problems of fuzzy logics and AI.
Thats why i phrased my question as i did. I�m not looking for premade code,
i�m looking for peoles thoughts of where you want to draw the line between
the computer making the best desicion and making a mistake.
> There are many different forms of AI.  Some are more advanced
> than others, some are much harder to program than others.
> The problem with simple AI is that it is fairly easy to figure
> out how to make the computer play a certain way every time,
> therefore you can take advantage and win every time.
Since it�s a turnbased tile game. It won�t be too hard programing the
functionality of the (pseudo AI). It will have three different responses,
move, attack, surrender. The action will be based on 1. Status (shield % and
hull %) 2. estimated damage to the opponent (shield % , hull %) 3. range a.
to the opponent b. to the edge.
> Randomizing responses will end up with the computer making
> stupid decisions, like retreating when it has 90% health and
> the player has 10% health.
Exactly, Thats why i�m asking for your experiences in the field. I�ve only
made logic AI, learning to do estimates based on previous experiences in
LISP, never something like this. And definitely not in director =)
> One approach is to make the computer as infallible as possible,
> and then tone it down from there.
Yeah, this is the approach i�m taking. The user sees the whole area and can
decide from that on what action to make, so the computer will have the same
means. But if i leave it at that it will make THE best move possible in
every situation. That won�t mean it is ubeatable, since hitting will be
somewhat based on chanse and stats. But it won�t be fun to play. So i need
to put in some random actions based on something logical to make the
computer hesitate, run away, take a longer route or something like that.
> A good start is to do a search at google or hotbot on programming AI.
Done that, been there, seen that, written a paper on that =) But it doesn�t
make me any smarter on where to draw the line between smart and stupid =)

Thanx for your responses
/Micke





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