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Re: [Sheflug] AI (not RAID or kernel upgrading)



On Fri, 09 Jun 2000, Alex Hudson wrote:

>Mmm, RT sims are a one obvious counter example, RPGs, etc. But they're
>quite different to the majority of games. The PSX only has a 33Mhz
>processor or something, which is easily enough to cope with most modern
>games. Obviously, if you're a dedicated follower of the type of games that
>don't follow this general rule, you will notice it ;) 

These are the only type of shrink-wrap games that have a nontrivial AI
(AFAIK) so what you are saying can be paraphrased as "Games which don't
have a serious AI component don't use the CPU intensively for AI" which is not
a big shock ;-)

Apropos the rest of the discussion in this thread. Recently I have been playing
around with Sokoban. For people who haven't seen this game before, it's a
logic game invented by the Japanese (one of the earliest video games). You have
a little man who has to push objects onto goals in maze (on a rectangular
grid). There's a screen shot of one of my Sokoban positions in my Soko
game/editor at http://www.noether.freeserve.co.uk/soked/  
There are various java and javascript implementations out there, e.g.
http://www.tky.3web.ne.jp/~twink/ 

This is an extremely interesting AI problem, much more more interesting than
chess, because there is no hope of using the brute force techniques
of deep blue et al for solving Sokoban puzzles (except for small
ones). Currently programs are _much worse_ at solving Sokoban problems than
humans. So there is some hope that we might actually learn something by
studying this problem. There is some AI literature on it e.g.
http://www.cs.ualberta.ca/~games/Sokoban

(For people who are into AI, the rock-paper-scissors tournament at the same
domain is pretty amusing.)

Oops! I'm well off topic aren't I?

atb

Martin

-- 
http://www.shef.ac.uk/~pm1mph



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