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interview with Aaron Hall
Greetings all,
I've just posted an interview with Aaron on my website. Thought I'd advertise it here, as I'm guessing a few of you might be interested: http://www.andybrain.com/extras/aaro..._interview.htm Thanks, Andy |
Re: interview with Aaron Hall
Hey, cool... maybe this will get some more publicity for SE5!
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Re: interview with Aaron Hall
Weeee!
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Re: interview with Aaron Hall
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Here's to being *very* excited about the new game! Andy |
Re: interview with Aaron Hall
What does this mean?
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Re: interview with Aaron Hall
It means placing the functions used by the AI to determine actions in user editable text files instead of being hidden within the game code.
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Re: interview with Aaron Hall
Pretty sure that means "put 'em where the modders can get at 'em" http://forum.shrapnelgames.com/images/smilies/wink.gif
In other words, instead of plugging numbers into predefined algorithms like you do in SE4, you could actually write your own AI code in some sort of scripting language (maybe Python or Javascript?) pseudo code follows: <font class="small">Code:</font><hr /><pre> if enemy.shipCount > 100 { for p in planets { if p.buildRate > 5000 p.build("doomStar") else p.build("spaceYard") } } else { for p in planets p.build("mineralMiner") } </pre><hr /> Or, if you're in a particularly sadistic mood, you could try this AI: http://www.comedycode.com/showcode.cfm/code/28.html edit: drat, Fyron was faster... stupid examples http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: interview with Aaron Hall
would be damnd great.
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Re: interview with Aaron Hall
Superb code Ed http://forum.shrapnelgames.com/images/smilies/laugh.gif
Though, if-elif-else's are nice for simple finite state machines, they're not sufficient to write something decent. I seriously hope it will be possible to code a bayesian networks (or even implement a genetic algos!!) with this scriptining language. /me crosses fingers |
Re: interview with Aaron Hall
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Anyway, that's why I asked him the question: I want to see how "deep thinking" Aaron intends/wants to make the AI. It's obvious he cares a lot about it, but changing from an if-then to a resursive lookahead design would be major, major work. You'd also be introducing complexity that could affect game speed, requiring tighter CPU and memory requirements. Andy |
Re: interview with Aaron Hall
Who says recursion wouldn't be possible? As long as he lets us define functions, couldn't we do something like this:
<font class="small">Code:</font><hr /><pre> function plan(n) { if n > 0 { plan(n-1) // plan ahead for turn now + n } else { // do stuff for this turn } } </pre><hr /> We'd just have to make sure not to code any infinite loops http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: interview with Aaron Hall
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1) We wouldn't be using a commercial development package for this. Like you said, the AI parser/compiler would be done using tools Aaron and the dev team provide, so that functionality is up to them. 2) Would they even want to implement recursion for us, with all the implications we've both mentioned? 3) And how much power do they want to give to recoding the AI versus more limited customization? Space Empires isn't open source. I could even see someone coming up with a really whiz-bang AI mod and selling it for profit. Andy |
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Re: interview with Aaron Hall
Don't worry, I have no idea what Bayesian networks are either... perhaps they're something like neural networks???
Genetic algorithms = code that evolves like a living species. |
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That's all I can tell you - Not being a programmer, I don't know how this is applied to game theory. Andy |
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Drawbacks are serious requirements in computational power and need for primary accumulation of info. Not a coder too - used it for urban development model. More: http://www.niedermayer.ca/papers/bayesian/bayes.html |
Re: Bayes Nets
Technically, bayesian nets would not be used for an AI. All they do is generate probabilities, based on known data. The AI would only come in when you make decisions based on these predicted probabilities.
I guess you could kludge together an AI that "learns" what actions to take using Bayes nets, by observing the data availible to a human player, and noting the probablilities of certain actions. This could create the interesting possibility of an AI that plays just like a particular human player. Only the AI would still not be able to generate their own strategies, only go off observed strategies. |
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