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[Freeciv-Dev] Re: Mind-States (Was: Re: AI Generally)
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[Freeciv-Dev] Re: Mind-States (Was: Re: AI Generally)

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To: "Freeciv Development Mailing List" <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Mind-States (Was: Re: AI Generally)
From: "Erik Sigra" <sigra@xxxxxxx>
Date: Sat, 3 Jun 2000 17:23:39 +0200

----- Original Message -----
From: "Sam BC" <sambc@xxxxxxxxxxxxxxxxxxx>
To: "Freeciv Development Mailing List" <freeciv-dev@xxxxxxxxxxx>; "Nicolas
Brunel" <brunel@xxxxxxxxxxxxxxxxxxxx>
Sent: Saturday, June 03, 2000 5:13 PM
Subject: [Freeciv-Dev] Re: Mind-States (Was: Re: AI Generally)


> > -----Original Message-----
> > From: Nicolas Brunel
> >
> > > With what people have been bandying about regarding 'adaptive
learning'
> > > AI's, that could be part of a stored seed which stores the AI's
> > personality
> > > as well - so a particular installation of an AI can grow, develop, and
> > > become a pacifist, a philanthropist, or a right b*stard...
> >
> > Yes, that can be done. But, it's a very high level concept. So, it will
> > need a carefully redesigned AI.
> >
> I gather that part of this discussion is on the merits of redesigning the
AI
> system...
>
> It strikes me, as it seems to have struck most people, that the most open,
> effective way of doing this is to produce an 'AI API', either network or
> local, for separate programs to access. Then people can independently
create
> their API's...
>
> Oh, and someone cam up with the 'can cheat' idea? That would be a little
> silly, as there is nothing stopping it being toggled on for human players,
> who could easily hack about the client, or write a new one, to take
> advantage of it. Either the AI has no objective advantages, or there is a
> definite way of differentiating AI's and humans.

Is it somehow possible for an AI-player to calculate the entire map based on
the random seed? That would give the AI-player an advantage over human
players without cheating (unless they build that functionality into their
clients).




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