Here�s the url or the DirGames-L list. It�s an excellent resource. http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames-l
Mikael Wir�n wrote: > 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!] [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!]
