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From: bruck@actcom.co.il (Uri Bruck)
Subject: Re: Cheating by AI in games
Organization: ACTCOM - Internet Services in Israel
Date: Wed, 4 Oct 1995 21:01:09 GMT
Message-ID: <DFxzpx.LIp@actcom.co.il>
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Eric Dybsand (edybs@ix.netcom.com) wrote:
: In <44p9c6$e5k@news.bu.edu> meissner@park.bu.edu (Karl Meissner)
: writes: 
: >
: >: most computer AIs cannot have available, and that is the ability to
: >: test out a plan, or review the map, or replay a battle, over and
: over,
: >: until the result you seek, is obtained?
: >
: >Heh. sounds like a search tree to me.. ;)

: I'm curious about how you would actually set up your search tree?

: How much data would you use?  What data would you use?   How many
: battles would you replay?  When would you ever review the map?
: How many units do you think you could manage with this?  100? 500?

: How would you go about evaluating it while managing all the real
: time graphics, sound and music (that is required for today's games)?

I think this can done locally, on  a small scale, and, if SIMM's serve,
 has actually been suggested on the startegic dispositions thread a while
back.
Some games, uch as computer chess, do exactly that.
Uri

