-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 [EMAIL PROTECTED] wrote: > Hi there, welcome!
Thanks :) > > I won't address all your points, but I thought I would throw out a few > things to think about. > > In terms of doing something 'interesting' from a thesis point of view, > perhaps you could consider making an AI that handles fog of war well. As > far as I know, research into AIs with incomplete information is far less > developed than AIs with complete information. It would be an interesting > challenge to try and write an AI that could try to use advanced > inference techniques to cope with fog of war and incomplete information. > I think it would make things much more 'interesting' than simply dealing > with the huge state space challenge. Thanks for your suggestion. I will think about it and I will discuss it with my supervisor today. > > I don't think Wesnoth does all the things you want in terms of how it > handles the AI, but you could modify the engine to make it behave as you > want. As far as I understand the most important thing I need is having "finishing information". Do you think there is other stuff which is missing ? To quote a part from the mail I just sent to dev-talk : Regarding the "finishing information" I currently see three options : 1) * work on python bindings. So I would like for python AI's to be called with the right information after a game is finished. * most elegant solution. no idea how hard this is. 2) * adapting the information wesnoth throws out when running from the commandline (currently shows only who wins). (no idea how hard this is) What I would have to do in my python AI (easy) : * make my python AI use 1) state-action matrix for the current game 2) state-action matrix with the actual learned weights What I would have to do in my external script (probably easy): * using an external script to parse the command line output and do the actual learning => adapt the second matrix based on the result of the game and the contents of the first matrix note : in reality there might be more matrices if I consider maps, sides and game phases but I wanted to keep the explanation simple. 3) * Adding a commandline option to make it possible to save games. * Adding a data entry to the savegames for "finishing information" which can be parsed by the external script OR make the external script be able to parse savegames if there are entries like "player 1 died" * using an external script to do the actual learning (either by learning everything from the savegames or by doing it with two matrices like 2. > I don't think it would be so difficult to do so. Possibly you > could convince someone on the development team to do it for you, but I > don't think you should rely on this. > > Regards, > > David Thank you very much for your quick reply :). Regards, - -Roald (ubuntu_demon) -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.6 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFGX+yNadqpfxv/6LsRAtDGAJ90tbZnxM+OpvOea4ycER4YpbXUWwCggbib /DvoW8yHWUO/7DHY8usPGmk= =hTzA -----END PGP SIGNATURE----- _______________________________________________ Wesnoth-dev mailing list [email protected] https://mail.gna.org/listinfo/wesnoth-dev
