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 [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/LUJ/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]) Lingo-L is for learning and helping with programming Lingo. Thanks!]
