Shannon V. OKeets
Posts: 22095
Joined: 5/19/2005 From: Honolulu, Hawaii Status: offline
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quote:
ORIGINAL: pasternakski ... Besides, the primary obstacle I see between computer wargamers and better games is the lack of effort being put into development of more sophisticated and effective approaches to AI. Don't forget that the promise back in the 1980s was that computer games would bring you a satisfying game when you didn't have a human opponent. So far, this promise has been broken by the business, with no sign that anyone will invest the resources needed to make an improvement. AI is a hot area, but not among computer wargaming designers. Why, I don't know, as this is where whatever money there is to be made in computer wargaming will be made. TCP/IP and PBEM capabilities are great, for those who want TCP/IP and PBEM capability (me included). Unfortunately, unless the sun starts coming up in the northwest every day and Tom Cruise learns how to act, nothing will change, and computer wargaming will die again, perhaps this time never to re-emerge from the crypt and say, "Hey! I'm Lazarus! I stink, but I'm alive!" Note carefully that surveys dating back to the old SPI and AH paper-and-cardboard days indicate that 70 percent plus of wargames of all kinds are played solitaire. You lose that significant a segment of the market, and you may as well kiss computer wargames goodbye one more time, and for the last time. We have recently seen a mild resurgence in this business, with Matrix playing a crucial part, but, if it dies again, it's hello "Age of Empires" for life. ... Age of Empires for life would shorten my life immediately. AI is hard to write. The programming courses in the universities aren't teaching it. Indeed, they teach a mishmash of programming techniques without much understanding of what it really takes to write functional code. Here I am referring to their focus on teaching how to write parsers and compilers with recursion front and foremost. This is similar to back in the 1980's when the AI they were teaching was Prolog and Lisp. Stretching my imagination for an analogy, I come up with teaching English by focusing on words that contain Q because Q is such an interesting letter. Words that end in 'at' or 'ate' are too boring to discuss, so they are never included in the curriculum (sp?). My design document for the AI opponent for MWIF is up to 78 pages and I expect it to be close 200 pages by the time I am done. And that is before writing a single line of code to implement the design. There will be a parser and mini-compiler in the code but it will be less than 1% of the total and I could even implement the design without those if push came to shove. One of the hardest things about creating an AIO is that the computer opponent is essentially blind. While we can look at a position and draw conclusions instantly, the AIO plays by braille. It has to 'touch' every unit and finger each hex between the unit's current hex and where it wants it to go, to see if the way is clear. If its finger gets wet, then it knows it is crossing a river. To get a feel for what I mean, try playing your next war game blindfolded. Better yet, start a new wargame that you have never played before and try playing that without looking at any of the pieces or map - ever. I can play chess without looking at the board (poorly), but even the simplest board game would be way beyond my ability to visualize what is going on during a game. If you are going to put a lot of money into developing the AI (and please do, send me a bucketful), then the staffing would have to be people who can play the game extremely well plus people who can write functional code extremely well. In the AI community this is known as developing expert systems (or at least it use to be - jargon changes frequently) where the smallest team consisted of an Expert in the subject matter and a AI Researcher/programmer. Anyway that's my 2 cents worth (all I can afford).
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Steve Perfection is an elusive goal.
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