ravinhood
Posts: 3891
Joined: 10/23/2003 Status: offline
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The wording Artificial Intelligence has been over-used and abused for 25 years Didz. There is no Intelligence to a computer game. Not even chess really, it's in NUMBERS, everything created and built around a computer game is in the NUMBERS. It should have a title like Artificially Enhanced Numbers instead of Artificial Intelligence, I have no idea where some yoyo came up with the idea computers have intelligence. Here is Websters Dictionary Definition of INTELLIGENCE: The ability to LEARN and UNDERSTAND (no computer game has this ability, except some of the chess programs and even they only learn and counter with numerical percentages and calculations of 100's of moves ahead in a short period of time, which only the most extreme chess players have a chance against, your normal chess player can only think ahead 5 moves) Games on normal difficulty claim they don't have "cheats", and that's all fine and dandy, but, it's not the truth, but, what you guys are looking for doesn't exist yet, there is no intelligent computer opponent yet. Thus advantages, handicaps (cheats as Dinny likes to believe they are) must be included still for the time being, until code can be so compressed 200 or more gigabytes of information can be stored on 1 or 2 gigabytes of hard-drive space. Chess is easier to create the socalled AI because there are only 64 squares of possibilities and six different combat pieces, pawn, rook, bishop, knight, Queen, & king. Since the mathematical equation of the combined doesn't have an "unlimited" amount of moves or projected moves, it's much easier to program an AI that is challenging and even has the ability to beat some of the best players. But, on the otherhand, in the rest of the computer games, there are quite a lot more pieces, squares to the extreme of almost becoming unlimited, which then it becomes a scripted or routine and sub routine task to just create an AI that appears to be a challenge, until you figure out how it is programmed to play, then it is no longer a challenge. The computer games we play and their AI does not LEARN, it does NOT IMPROVE and it does not UNDERSTAND and it will not until someone someday really figures out how to give the AI a brain. It would probably take our WHOLE hard-drive or many hard-drives to create a real AI brain. If you go inside an AI file you won't see a brain, you will see numbers and scripts and routines and sub routines, you also won't see any recordings of games played stored in it's memory, this is where all AI's are lacking, they do not store memories of who they play against, they will play the same game based on those routines and scripts every game, and the player just interject and create an out of the ordinary situation for the AI and thus these are called "exploits of the AI". Spartans AI routines and scripts are actually not too bad, they allow enough movement in the NUMBERS to create a challenging game BY the NUMBERS, but, not by any increased intelligence. As much as I would like a learning AI, one that actually IMPROVES and UNDERSTANDS as I improve, there's just no such thing. And if one believes there is, then those are the people living in the futuristic world of make believe that doesn't exist yet. Therefore, there must be advantages and handicaps (cheats for Diny), that is the only challenge we have for now, overcoming overwhelming odds or advantages which give those odds. I can't think of a single computer strategy or wargame that is intelligent, that learns, that understands how I play and changes as I play. I only see them use the resources and scripts or routines and numerical values as they were programmed to use and nothing more. One of the neater programmed abilities of the AI in Spartan is that dipomatic relationships script, so as not every game the same Nation will always make war with you, but, it will always be the surrounding nations, you will not see a nation from the east come pouncing on a far west nation, it's not scripted that way. There are "boundary" threat scripts, that only allow the AI to choose a faction to attack within those boundaries. If I ask Dinny to tell me a game that doesn't cheat, I bet he would name an RTS game, heh, I'll tell you how the AI gets handicaps and advantages (cheats for Din Din) on normal difficulties in RTS games. The one advantage the AI does have is "speed" of calculation, and that's why I call RTS games a "click-fest", while you are clicking and clicking the AI, merely has to calculate and it can calculate millions of calculations within seconds, it also does not have to click and point in the same respect that a player does. If they didn't put time restrictions on builds in RTS games, the AI on it's easiest level would crush a human opponent, because they would churn out 100's of units to the humans 1. But, in those RTS games on the higher difficulties guess what they do to "improve" the AI? They reduce the "build" times, thus the AI can produce buildings at a much increased rate of speed, thus overwhelming the human opponent, who then must seek out the "exploit of the AI" routine in his own brain to defeat, guess what?, the overwhelming odds and advantages. ;) Really this same principle is used in turn based games as well, the power of the AI is built around time, the easier the difficulty the more time it takes the AI to build and respond, almost practially just sitting there for the player to destroy at the extreme easy levels of games. Higher difficulties give the computer AI the advantage and handicap of decreased time required to build and research. Thus, many players like Din Din hollar "cheat, cheat, cheat" lol, but, it's just how they are programmed, it's the Artificial Intelligence of computers to be programmed with advantages, and handicaps to create challenge. And the only challenge is "overwhelming odds with numbers" after the experienced player LEARNS & UNDERSTANDS how the computer AI plays. :)
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