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Old January 7, 2001, 00:01   #1
DanQ
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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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Old January 7, 2001, 00:40   #2
SandMonkey
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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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Old January 7, 2001, 01:34   #3
ChrisShaffer
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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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Old January 7, 2001, 19:11   #4
St Leo
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What Windborne describes is possible in Age of Empires II and to a lesser degree in the original.

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Old January 10, 2001, 01:10   #5
zyxpsilon
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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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