Re: [Audyssey] AI - Re: multiple player game

2010-04-04 Thread Jim Kitchen

Hi Charles,

Yes! Definitely!  Some of the best brains in the world have worked years and 
years on chess engines.  That is because a computer is so totally and 
completely mindless.  All intelligence must be coded into the artificial 
intelligence of a game, chess engine or what ever.  So that would be like 
coding in every thought that you have ever had for playing a game of chess.  
And it is the same thing for all coding of artificial intelligence.  Of course 
allot of games are far less complicated than chess, but still...

BFN

Jim

Once a king always a king but once a knights enough

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] AI - Re: multiple player game

2010-04-04 Thread Thomas Ward
Hi Charles,
Well, the type of simple AI I described to Jim Kitchen wouldn't really
be appropriate for a chess game. there are far too many factors
involved to make it feasable to write the AI that way. There are
however more complex types of AI out there which could and should be
used in that situation.  The only reason I didn't mention them before
is because most of the people out there probably don't have the
background to discuss fuzzy logic and other complex AI systems like
that.
However, even so Chess is a very complex game to play. it is even
harder to program as it requires a lot of strategy and thinking ahead
a few moves. That's why computers are almost written using a straight
forward brute force attack because it is the least complex strategy to
program. A human player can be a lot more cunning, daring, risky, etc
where no computer Chess program ever quite matches human skill and
cunning. It usually has the same motive of operation. If  you can
figure out its mode of operation, game plan, you can counter it pretty
easily. Problem is most people don't know enough how computers think
to actually beat the computer at its own game.

Cheers!

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Re: [Audyssey] AI - Re: multiple player game

2010-04-04 Thread playful-puppy
well, how about you tell us how computers think? now that is a good one, and 
maybe we all could learn something.

press to test
Release to detonate
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 04, 2010 5:28 AM
Subject: Re: [Audyssey] AI - Re: multiple player game



Hi Charles,
Well, the type of simple AI I described to Jim Kitchen wouldn't really
be appropriate for a chess game. there are far too many factors
involved to make it feasable to write the AI that way. There are
however more complex types of AI out there which could and should be
used in that situation.  The only reason I didn't mention them before
is because most of the people out there probably don't have the
background to discuss fuzzy logic and other complex AI systems like
that.
However, even so Chess is a very complex game to play. it is even
harder to program as it requires a lot of strategy and thinking ahead
a few moves. That's why computers are almost written using a straight
forward brute force attack because it is the least complex strategy to
program. A human player can be a lot more cunning, daring, risky, etc
where no computer Chess program ever quite matches human skill and
cunning. It usually has the same motive of operation. If  you can
figure out its mode of operation, game plan, you can counter it pretty
easily. Problem is most people don't know enough how computers think
to actually beat the computer at its own game.

Cheers!

---
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Re: [Audyssey] AI - Re: multiple player game

2010-04-04 Thread David Greenwood
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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No virus found in this incoming message.
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Re: [Audyssey] AI - Re: multiple player game

2010-04-04 Thread Charles Rivard
Also, the programmers modified the programming of Deep Blue as the series 
progressed.  Deep Blue, in my opinion, would not have done as well if it had 
been entered into a tournament with several grand masters of the game, 
because it was specifically programmed to beat one player.  Another grand 
master, although he may not have been as good at chess, would played 
unexpectedly according to the programming of Deep Blue, and probably would 
have won against the program.
- Original Message - 
From: David Greenwood davidgreenw...@rogers.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 04, 2010 6:11 AM
Subject: Re: [Audyssey] AI - Re: multiple player game


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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No virus found

Re: [Audyssey] AI - Re: multiple player game

2010-04-04 Thread Thomas Ward
Hi,
Well, every game is different because the person who wrote it may have
used different logic  in designing the AI, but by and large it is as
simple as doing the most logical move for the situation.  If it is a
game like Chess and it is worth losing a pon to capture a powerful
piece like a queen you are going to take it. That would be the logical
thing to do. So that is basically how computers work. It factors risks
simply by what seams to be the best choice for the moment. If You can
figure out what the computers best move would be at that current point
in time you can try and factor it into your game plan.
As I said before computer AI generally takes the bruit force method.
they use swarm tactics, go straight for the most powerful pieces on
the board,  and tend to go for your throat early on. I remember one
time playing Elite Chess and losing the game in a total of five moves.
It wasn't that the computer was technically smarter than me, but I
didn't see that particular brute force attack coming until I was
basically screwed strategy wise.  It had diverted my attention
elsewhere on the board so it could go for my king quick and fast. Now,
however, I have learned that little stunt I take better care to make
sure my king either has legal maneuvering room or is well protected
from a quick kill. You play against a computer AI long enough you
begin to learn several of its dirty tricks.

Cheers!

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Re: [Audyssey] AI - Re: multiple player game

2010-04-04 Thread Charles Rivard
In that case, I have very little idea how my chess computer thinks, because 
I can only beat it on the first 7 of it's 64 skill levels.  On the box, it 
was claimed to be able to beat 99.95 percent of tournament players.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 04, 2010 5:28 AM
Subject: Re: [Audyssey] AI - Re: multiple player game



Hi Charles,
Well, the type of simple AI I described to Jim Kitchen wouldn't really
be appropriate for a chess game. there are far too many factors
involved to make it feasable to write the AI that way. There are
however more complex types of AI out there which could and should be
used in that situation.  The only reason I didn't mention them before
is because most of the people out there probably don't have the
background to discuss fuzzy logic and other complex AI systems like
that.
However, even so Chess is a very complex game to play. it is even
harder to program as it requires a lot of strategy and thinking ahead
a few moves. That's why computers are almost written using a straight
forward brute force attack because it is the least complex strategy to
program. A human player can be a lot more cunning, daring, risky, etc
where no computer Chess program ever quite matches human skill and
cunning. It usually has the same motive of operation. If  you can
figure out its mode of operation, game plan, you can counter it pretty
easily. Problem is most people don't know enough how computers think
to actually beat the computer at its own game.

Cheers!

---
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Re: [Audyssey] AI - Re: multiple player game

2010-04-04 Thread Thomas Ward
Hi,
Oh, I bet. Computers aren't smart as people are, but they happen to
have a life times worth of skill and experience playing chess stored
in their AI. Often the are designed by world class Chess players, the
strategies, anyway and that makes them an extremely formatable
adversary.

On 4/4/10, Charles Rivard woofer...@sbcglobal.net wrote:
 In that case, I have very little idea how my chess computer thinks, because
 I can only beat it on the first 7 of it's 64 skill levels.  On the box, it
 was claimed to be able to beat 99.95 percent of tournament players.

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Re: [Audyssey] AI - Re: multiple player game

2010-04-04 Thread Thomas Ward
Hi David,
I whole heartedly agree. Deep Blue was a computer Chess game designed
specifically for that one player. Given enough time and matches Garry
would have been able to determine the computers main mode of
operation, its unique style of playing, and have defeated it soundly.
Computers are limited to only what they have been programmed to do and
after a while an experienced player will discover what style of
playing it will try and can counter it.

On 4/4/10, David Greenwood davidgreenw...@rogers.com wrote:
 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!


 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gam...@audyssey.org.
 If you have any questions or concerns regarding the management of the
 list,
 please send E-mail to gamers-ow...@audyssey.org.


 



 No virus found in this incoming message.
 Checked by AVG - www.avg.com
 Version: 8.5.437 / Virus Database: 271.1.1/2787 - Release Date: 04/03/10
 06:32:00

[Audyssey] AI - Re: multiple player game

2010-04-03 Thread Charles Rivard
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!



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.