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From: hodsdon@scoot.netis.com (Steve Hodsdon)
Subject: Re: Programable AI, Why?
Message-ID: <Dw207K.Kty@mv.mv.com>
Organization: Pragmatic Designs
Date: Tue, 13 Aug 1996 01:58:13 GMT
References: <Dvz486.A37@mv.mv.com> <4umb2i$n80@herald.concentric.net>
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Swoodcoc@cris.com (Steven Woodcock) wrote:

>Steve Hodsdon (hodsdon@scoot.netis.com) opined thusly:
>: I'm going to play devils advocate here...

>  Cool.  I thought *I* was doing that.  ;)

And such a good job it is that you do...  :)

>: Does John & Jane Q. Public really want to have programmable AI?  Or
>: are we creating something that only a few of us (AI types) are
>: interested in?

>  I don't think they do at all.  I think the market for "developers
>at large" writing AIs to plug into such games is limited at best, 
>roughly the same as those who develop scenarios for SSG's "Carriers
>At War" series.

OK, I, for some odd reason, was under the mistaken idea that this was
for the end user.  Personally, I'd rather allow him limited access to
the AI.  Something along the line of the (old) UMS II control.

>: I can't see too many people even having the ability to write a new AI
>: from scratch.  Does this mean that the AI portion of the program is
>: supplied in source form?  Or are we, as developers, expect to sell an
>: update disk with a handful of "new & improved" opponents?

>   I believe that the major support for this idea comes from those who
>believe it is an additional market for add-on disks that do more than
>just provide more scenarios.  I believe there could be value to a
>system which easily allowed the developer to, say, add more alien races
>to a space game, or a tougher enemy general to a strategy game.


I have to agree here.  Allowing (even) third party developers access
to the program internals _should_ keep the game around longer.  

Steve


