January 7, 2001, 00:01
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#1
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Guest
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Column #148; By Windborne
Winborne chooses to discuss exactly what the title of his article suggests, a different kind of artifical intelligence, in his debute column on Apolyton.
Comments/questions are welcomed here, or you may opt to contact the author directly.
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Dan; Apolyton CS
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January 7, 2001, 00:40
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#2
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Prince
Local Time: 16:49
Local Date: October 30, 2010
Join Date: Apr 1999
Location: US
Posts: 765
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I'm no programmer, so I'm not exactly clear on how this works. Could someone please explain it more thoroughly?
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January 7, 2001, 01:34
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#3
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Prince
Local Time: 16:49
Local Date: October 30, 2010
Join Date: Aug 1999
Location: Iowa City, Iowa, United States of America
Posts: 359
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If I'm not mistaken, this is exactly what they're doing over in http://clash.apolyton.net/
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January 10, 2001, 01:10
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#5
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Warlord
Local Time: 22:49
Local Date: October 30, 2010
Join Date: Sep 2000
Location: Laval,Quebec,Canada
Posts: 128
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Don't mean to sound "contradictory" here, but...
We already have a "modular" approach to Ai's in every version of Civ's; Attack-Expand-Civilize AS 1,0 or -1 is some kind of variably applied personality for opponents.
This method is a >low-level< stacking that is almost identical to the NODES-Ply's verification standard in many games. Contrary to programmable >high-level< calling from subprocedurals tied to a "constant" main, it basically makes planning more "humanlike" than unpredictable.
Randomizing is another key element; Smart reasoning OR emotional thinking.
A library of intelligent moves by chessplayers (for example) has been known to recreate "smart" somehow.
The human's -sad-, -mad-, -sensitivity- aspects are harder to code than the mathematical approach.
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