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  Column #148; By Windborne

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Topic:   Column #148; By Windborne Format for Better Printing
DanQ
Apolyton CS Co-Administrator
Ontario, Canada
b.02-15-99
posted January 06, 2001 23:01   Click Here to See the Profile for DanQClick Here to Email DanQ  send a private message to DanQSend a Message to UIN: 1804738 Visit DanQ's Homepage!
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Winborne chooses to discuss exactly what the title of his article suggests, a different kind of artifical intelligence, in his debute column on Apolyton.

Comments/questions are welcomed here, or you may opt to contact the author directly.

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Dan; Apolyton CS

SandMonkey
Prince
Yardley, Pennsylvania, US
Apr 99
posted January 06, 2001 23:40   Click Here to See the Profile for SandMonkeyClick Here to Email SandMonkey  send a private message to SandMonkeySend a Message to UIN: 64612144
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I'm no programmer, so I'm not exactly clear on how this works. Could someone please explain it more thoroughly?
ChrisShaffer
Chieftain
Chicago, IL, USA
Aug 1999
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If I'm not mistaken, this is exactly what they're doing over in http://clash.apolyton.net/
St Leo
Emperor
Toronto, Ontario, Canada
b.02-15-99
posted January 07, 2001 18:11   Click Here to See the Profile for St LeoClick Here to Email St Leo  send a private message to St LeoSend a Message to UIN: 15805683 Visit St Leo's Homepage!
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What Windborne describes is possible in Age of Empires II and to a lesser degree in the original.

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St. Leo
http://www.sidgames.com/hosted/ziggurat/
http://www.sidgames.com/forums/

zyxpsilon
Warlord
Laval,Quebec,Canada
Sep 2000
posted January 10, 2001 00:10   Click Here to See the Profile for zyxpsilonClick Here to Email zyxpsilon  send a private message to zyxpsilon
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Don't mean to sound "contradictory" here, but...

We already have a "modular" approach to Ai's in every version of Civ's; Attack-Expand-Civilize AS 1,0 or -1 is some kind of variably applied personality for opponents.

This method is a >low-level< stacking that is almost identical to the NODES-Ply's verification standard in many games. Contrary to programmable >high-level< calling from subprocedurals tied to a "constant" main, it basically makes planning more "humanlike" than unpredictable.

Randomizing is another key element; Smart reasoning OR emotional thinking.

A library of intelligent moves by chessplayers (for example) has been known to recreate "smart" somehow.
The human's -sad-, -mad-, -sensitivity- aspects are harder to code than the mathematical approach.

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