greywolf1
Posts: 16
Joined: 1/7/2011 Status: offline
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I feel like many here do: „AI“ contains „I“ for „Intelligence“. Thus „AI“ shouldn’t be equated with „hard to beat“ (which can also be achieved by sheer quantitative superiority or by being able to see and know what human players don’t, by cheating, with other words), but with „plays intelligently“. Chess AI is somewhere in the middle, I guess. Access to a huge quantity of data, more than a human could digest (but that’s what applies to human chess champions, too, by the way, only to a somewhat lesser degree, compared to Chess AI’s), and a very high processing speed. On the other hand, these data masses must be used cleverly. So there is a degree of intelligence AND a degree of something which could be considered close to cheating. I would like to introduce the notion of AIP’s, Artificial Intelligence Personalities. These guys are computer opponents which can be inserted into a game and play against humans or against each other. AIP’s are game-specific mods, subject to exactly the same rules as human players, no extra resources, no extra information. AIP’s do exist, for example, for an old 4x game, VGA Planets (which I haven’t played myself much – too much micro management, for my taste). I agree that experienced players are in a better position to develop AIP’s than the game’s developers, but the game must be designed to support AIP’s. I can’t tell whether or not this is the case for DW or other games mentioned in this thread. Even if, it would be quite tough to design and develop a challenging AIP, but I would imagine that there are some guys around who would love (and are capable) to do it. Imagine: - AIP tournaments - MP games including AIP participants (especially when the AIP’s have decent skills in cooperating, with each other – without cheating - and with humans) - SP’s have a choice of AIP’s to play against. :-)
< Message edited by greywolf1 -- 6/16/2011 9:00:39 AM >
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