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Column #148; By Windborne

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  • Column #148; By Windborne

    Winborne chooses to discuss exactly what the title of his article suggests, a different kind of artifical intelligence, in his <A HREF="http://apolyton.net/misc/column/148_different.shtml">debute column</A> on Apolyton.

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

    ----------------
    Dan; Apolyton CS

  • #2
    I'm no programmer, so I'm not exactly clear on how this works. Could someone please explain it more thoroughly?

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    • #3
      If I'm not mistaken, this is exactly what they're doing over in http://clash.apolyton.net/

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      • #4
        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/
        Blog | Civ2 Scenario League | leo.petr at gmail.com

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        • #5
          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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