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Urban Ranger
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Apolyton Duke of Off-Topic
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quote: Originally posted by DrSpike
Well they are, with extensive suites of software that are consistently used to give a consistent evaluation, partly against humans. Do you know anything about this topic at all?
I really don't want to sound like Asher, but it just looks to me like you have jumped in without really knowing your ground. |
I was unable to find such information on the World Chess Federation website and sites such as this one.
This site gives some generic information, however there does not appear to be any standard tests, and the ones used don't seem to be calibrated against some standard at all.
Last edited by Urban Ranger on 04-09-2005 at 14:18
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Zero
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Bouncing back and forth
Sep 2002 time: 00:37
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quote: Originally posted by Darkstar
It would be relatively easy to built an AI that could beat any human in any RTS. Just take $$$.
So, why don't they do it? Because it takes $$$$ and time. | Actually developers dont make AIs really good because most of the time, they themselves dont fully understand the game mechanics. Just because u invent a game doesnt mean u know everything about it. Whoever came up with a game of football came up with rules for football but he didnt instantly possess all viable strategies for it. Even if they had infinite money and time, they still wouldnt know how to make a half decent AI. They would need to hire some pros who spends billions of hours playing the game and studying the system first. It won't be that easy.
quote: If you are targetting SP, then you need an adequate SP AI. But how much is adequate? You don't want it perfect, or people will give up and you'll get bad buzz. But you don't want it a push-over, as people will get bored quickly, and you'll get bad buzz. So, you want a sweet spot in the middle. See the problem? Most games are trying to hit that spot where their percieved average customer will stay busy having fun with the game for a weekend to a few weeks. So no need to make a really good AI. |
There are games with difficulty levels... However theres serious problems with difficulty levels because most of the time developers use the same ol AI with handicaps, ala CIV3, not with varied AI levels....
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Zero
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Bouncing back and forth
Sep 2002 time: 00:37
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UR and Dr S:
Could AI be built for RTS games that can beat the best human player?: Yes, maybe. i personally think its doable.
Is it simple?: Hell no. They simplify (aka cheat) all sorts of things that AIs have to deal with in RTS right now... surveillance, reacting to enemy actions.. etc. and yet they still cant make a half decent ai.....
and UR, programming a AI to play Chess VS RTS is a black n white difference. In chess you can have an AI calculate strategies based on opponents moves. In RTS, enemies actions by default are (supposed to be) hidden for AIs. a simple AI script will probably **** itself over and crash within first 2 min of gameplay. how would it know what action to take when it doesnt know how to react to an enemy that doesnt exist to him.
Last edited by Zero on 11-09-2005 at 19:06
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All times are GMT. The time now is 05:37. Apolyton Time is 00:37. |
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