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Re: BattleSim with arbitrary tech Mon, 06 March 2006 06:29 Go to previous messageGo to previous message
m.a@stars is currently offline m.a@stars

 
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Messages: 2765
Registered: October 2004
Location: Third star to the left
Kotk wrote on Mon, 06 March 2006 11:24

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m.a@stars[/email] wrote on Mon, 06 March 2006 11:10]
As I envision it, a decent "assistant" wouldn't have these problems either.

Right, but difference is that decent assistant solves such problems while standalone AI has them not. Wink
All i tried to say there that wumpus is right that standalone AI is simpler to make than AI assistant therefore. Rolling Eyes

Deal From assistant one expects warnings about direct foolishness and statistics + prognoses for discovering long term faults in his own wishes. The checks/statistics/prognoses take code and interaction that is not needed for standalone AI.

Deal Standalone AI just builds N scout fleets of designs X (and fleet composition Y) per turn up to M scouts. All these preset by AI maker, fit with AI races PRTs and LRTs or are calculated from game size/density/playercount/HWminerals. Then it scouts what it can, no regions, no time. No prognose asked "what happens if i use that "change of heart" or that "cotton picker" as scout". Nod


Awww, well, if you can actually build an AI who knows how to calculate these kinds of things. Cool

Me, I can only envision how I could build something ressembling an AI which would use its assistants to gauge if any semi-random wish/goal/method is doable or not or even beneficial enough for it to semi-randomly plunge ahead on it. Razz

But, even your "all-knowing" AI would need some of my "assistants" to carry its wishes out. Wink



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