Shannon V. OKeets -> RE: Artifical Intelligence for World in Flames (1/4/2006 12:40:09 PM)
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ORIGINAL: hakon While dreams of an AI that is so good it will have to be "dumbed down" to be beatable by players are indeed nice, i doubt that this will be an issue except against players that dont yet know the rules. In fact, the whole concept of "dumbing down" the AI worries me a bit, for two reasons. First off, I am worried that "dumbing down" the AI will increase the complexity of the code, resulting in longer development time and possibly more bugs. Second, I am concerned that the game will be so easy on single player, that there will be no point in playing vs the AI at all. I dont want to sound pessimistic, but how many games are there out there of this kind of complexity that is even remotely capable of challenging a capable human player without being given some kind of an advantage? Making an AI for this kind of game is (in my understanding) immensely harder than for, say, chess, and I dont think there are resources behind this project compareable to those IBM had for making Deep Blue. Personally, I prefer to give the AI some production advantage (in the range of +10% to +50%), as this allows the tactical AI to be unchanged on all levels. At least for me, multiplayer WiF will probably still be done on top of a table, so unless single player is decent, I am afraid the game will be reduced to a solitaire trainer. I do have some experience in writing AI programs. In college (1968) I wrote a program in Fortran on an IBM 1130 that played 3 dimensional tic-tac-toe (4 by 4 by 4) that beat all its opponents except the math majors. I wrote the AI opponent for Chickamuaga (Atari 800 in assembler - 32 kb of memory) in 1982 that was awarded strategy and tactics war game of the year by Family Computing magazine. Its AI opponent was difficult to beat. I started studying AI professionally in 1976 and have a lot of experience in industrial applications using a variety of methodologies. True, WIF is a complicated game. But I play it extremely well (8 years of experience, 6-8 hours every week). I also am receiving some excellent help from other very knowledgeable players. Though it might come as a surprise to many, my main motivation for working on MWIF is to write the AI opponent. I find the other work involved a lot of fun to do too, but it is creating the AIO the really drives me here. Whether I succeed or not in developing a worthy AI opponent remains to be seen. I certainly have a lot of doubts myself, but I will give it my best shot.
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