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Oct 26 2015 01:46pm
For school, I have to find a software or a game that has artificial intelligence beyond scripting and I can't seems to find something interessing.
I wonder if any of you guys ever wondered the same or step on an artificial intelligence heavy game/software.

Thanks
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Oct 26 2015 02:12pm
Any of the RTS I suppose. They all have to react to your forces composition, if you're going 2nd base or fast attack, they have to scout etc. It is far better than standard scripting. Starcraft II might be good example.
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Oct 26 2015 02:32pm
Quote (nuvo @ 26 Oct 2015 15:12)
Any of the RTS I suppose. They all have to react to your forces composition, if you're going 2nd base or fast attack, they have to scout etc. It is far better than standard scripting. Starcraft II might be good example.


humm nice call. I havent thought about RTS. thanks
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Oct 26 2015 06:40pm
Quote (nuvo @ Oct 26 2015 04:12pm)
Any of the RTS I suppose. They all have to react to your forces composition, if you're going 2nd base or fast attack, they have to scout etc. It is far better than standard scripting. Starcraft II might be good example.


Fighting games as well I suppose.
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Oct 26 2015 08:41pm
Artificial Intelligence is so loosely defined nowadays, that a case can be made for any application that applies a procedural based ruleset to solve a problem. What truly established an application as deploying "artificial intelligence" is it's ability to reason beyond simple deductions. This is a breakthrough we have yet to achieve.

Most video games have a finite ruleset it abides by and based on the current "state" of the game, it will deduce the best action to take based on its known rules. Old fighting games and RTS computer players follow this pattern. However, these systems are not intelligent in the sense that they cannot reason with inference. For this you need to be able to learn. A computer AI which recognizes patterns of attack its opponent typically makes, and then alters its strategy to best combat it using inference would be an intelligent system. This would be an application that learns to fight its opponent based on its observed weaknesses. Like a human would.

Ideally, if a problem is present, the system should be able to recognize it and apply the best known solution. If a solution is not known, it should then make decisions based on learned heuristics. And from the data it learns from those results, it can refine its approach until an approximate solution is found. This is very difficult to achieve, especially in a video game.

Chess AI comes to mind as an answer to your question though. Take a look at Deep Blue.
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Oct 27 2015 06:55am
Depending on your experience level, a checkers AI might be suitable.

If that is too basic, chess might be a more advanced next step ;)
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Oct 27 2015 07:40am
Quote (ROM @ Oct 27 2015 12:40am)
Fighting games as well I suppose.


scripted more than you think
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Oct 27 2015 12:58pm
Quote (Minkomonster @ 26 Oct 2015 21:41)
Artificial Intelligence is so loosely defined nowadays, that a case can be made for any application that applies a procedural based ruleset to solve a problem. What truly established an application as deploying "artificial intelligence" is it's ability to reason beyond simple deductions. This is a breakthrough we have yet to achieve.

Most video games have a finite ruleset it abides by and based on the current "state" of the game, it will deduce the best action to take based on its known rules. Old fighting games and RTS computer players follow this pattern. However, these systems are not intelligent in the sense that they cannot reason with inference. For this you need to be able to learn. A computer AI which recognizes patterns of attack its opponent typically makes, and then alters its strategy to best combat it using inference would be an intelligent system. This would be an application that learns to fight its opponent based on its observed weaknesses. Like a human would.

Ideally, if a problem is present, the system should be able to recognize it and apply the best known solution. If a solution is not known, it should then make decisions based on learned heuristics. And from the data it learns from those results, it can refine its approach until an approximate solution is found. This is very difficult to achieve, especially in a video game.

Chess AI comes to mind as an answer to your question though. Take a look at Deep Blue.


Also, atleast in my class we define a software/game that try to emulate a human/animal comportement as artificial intelligence. Like "flocking" and swarm intelligence in Starcraft2.

But ye, i agree the line between scripting and AI is so thin. If one thing, at the end of this class I might be even more confuse about it then I was before.

Btw, I choose Starcraft2 because I will have enough content with the pathfinding to do my homework.

This post was edited by LiFeR on Oct 27 2015 01:02pm
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Oct 27 2015 05:39pm
Quote (LiFeR @ Oct 27 2015 01:58pm)
Also, atleast in my class we define a software/game that try to emulate a human/animal comportement as artificial intelligence. Like "flocking" and swarm intelligence in Starcraft2.

But ye, i agree the line between scripting and AI is so thin. If one thing, at the end of this class I might be even more confuse about it then I was before.

Btw, I choose Starcraft2 because I will have enough content with the pathfinding to do my homework.


The pathfinding is not AI though. It's just a area of mathematics called Graph Theory. Look up Dijkstra's Algorithm, A*, or even variants of Breadth First Search to give you an overview of path finding algorithms. An example of AI in Starcraft2 would be the computer choosing to build a specific tech to counter what you are building.
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Oct 27 2015 08:35pm
Quote (Minkomonster @ 27 Oct 2015 18:39)
The pathfinding is not AI though. It's just a area of mathematics called Graph Theory. Look up Dijkstra's Algorithm, A*, or even variants of Breadth First Search to give you an overview of path finding algorithms. An example of AI in Starcraft2 would be the computer choosing to build a specific tech to counter what you are building.


A* is related to AI from the defintion that my class uses

the AI from computer seems to me to be script more than anything

This post was edited by LiFeR on Oct 27 2015 08:35pm
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