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Topic: Column #148; By Windborne |  |
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DanQ Apolyton CS Co-Administrator Ontario, Canada b.02-15-99
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posted January 06, 2001 23:01
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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. ---------------- Dan; Apolyton CS |
SandMonkey Prince Yardley, Pennsylvania, US Apr 99
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posted January 06, 2001 23:40
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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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posted January 07, 2001 00:34
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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
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posted January 07, 2001 18:11
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What Windborne describes is possible in Age of Empires II and to a lesser degree in the original.  ------------------ St. Leo http://www.sidgames.com/hosted/ziggurat/ http://www.sidgames.com/forums/ |
zyxpsilon Warlord Laval,Quebec,Canada Sep 2000
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posted January 10, 2001 00:10
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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. |