I wasn't talking about just picking words from a list. I agree with you that's unrealistic. My idea was to have certain categories of vocabulary and strategy knowledge for the bot which the player could set with a number between 1 and 100 and tweak to their liking. Then before the bot made a play it could look at the numerical strength for the bot in relevant areas and through some formula figure out if the bot would actually "know" play given it's assigned strengths in relevant categories. If not it would do the same for the next play down on the list ETC.
Mike From: [email protected] [mailto:[EMAIL PROTECTED] On Behalf Of Martin DeMello Sent: Wednesday, September 05, 2007 1:07 AM To: [email protected] Subject: Re: [wgp] Re: [quackle] turning Quackle down On 9/5/07, Michael Quinn <[EMAIL PROTECTED] <mailto:onyx%40vianet.ca> > wrote: > and fun opponent to play. I don't see how you can get around the fact that you have to > stop the computer from making the optimal play every turn so it won't really be "trying its > best" It's the difference between finding the n top plays and choosing something a bit down the list (very naive way of dumbing down; feels unrealistic because sometimes the optimal play is obvious to the 1400est of players) and first altering the vocabulary and base strategies, then picking the top play given those strategies. The latter should mimic a weaker human player much better, and has the advantage of "learning" as it goes along, by dint of reintroducing words and algorithms to ramp up the skill level. martin
