tag:blogger.com,1999:blog-5439941893980599296.post6757914223851765971..comments2023-09-24T07:49:19.084-04:00Comments on Games By Design Has Moved!: Designing Emergent AI, Part 5: Don't Squeeze a Handful of SandChristopher M. Parkhttp://www.blogger.com/profile/16719365007524426389noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-5439941893980599296.post-36620060985844656472010-04-28T01:55:20.960-04:002010-04-28T01:55:20.960-04:00Christopher
I just discovered your series of arti...Christopher<br /><br />I just discovered your series of articles following a link from the Mono group.<br />Excellent content.<br /><br />Carlos.ArchitectGuyhttps://www.blogger.com/profile/10813647798607537233noreply@blogger.comtag:blogger.com,1999:blog-5439941893980599296.post-40023307850498171662010-04-17T14:15:23.415-04:002010-04-17T14:15:23.415-04:00This series of articles made me learn linq/lambada...This series of articles made me learn linq/lambada, this is the first time i see this language futures in a good light(getting a good result performance v.s. time to implement) <br /><br />Thanks :)KIKInoreply@blogger.comtag:blogger.com,1999:blog-5439941893980599296.post-13890061484833668332009-10-23T09:56:58.138-04:002009-10-23T09:56:58.138-04:00Superb set of articles - it was a most informative...Superb set of articles - it was a most informative read.<br /><br />If you went ahead with the concept that dumpsterKEEPER proposes of going for undefended wormholes only and accepted your AI could then get jumped by a large hidden force on the far side, a human would probably respond to such a situation either by not opting for such an 'all eggs in one basket' approach but would instead split their forces across several undefended wormholes, or learn that their opponent is sneaky and that they like to ambush people, and bear that in mind for the future. The human would also take into account the likely routes and their danger.<br /><br />I guess alternatives (in the general case of AI, rather than AI Wars per se) could be:<br /><br />a) When there's only a few possible exits, split up to try and preserve as many units regardless of defenses, visible or not. A shotgun approach if you will<br /><br />When there's lots of exits, prefer the undefended ones but still try and split up (human ship captains probably would too to increase the likelihood of losing pursuit). Swap to a more focused shotgun approach.<br /><br />b) Prefer undefended exits and learn if such actions tend to lead to wholesale losses, in which case the preference would be balanced out by some form of memory indicator.<br /><br />c) Do a lot more 'thinking' about not only what the immediate exit should be but what is known to lie along the route back to wherever they're trying to get to.<br /><br />d) All three :)<br /><br />Regardless the preference-based approach combined with emergence would seem likely to yield more unpredictable results, and as such, I think is a great step towards better AI in games.Grammaryehttps://www.blogger.com/profile/00656858138797447466noreply@blogger.com