Newsgroups: comp.ai.games
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From: afzal@divsun.unige.ch (Afzal Ballim)
Subject: Re: AI routines for RPG game?
Message-ID: <1995Mar16.084410.17873@news.unige.ch>
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Reply-To: afzal@divsun.unige.ch
Organization: University of Geneva, Switzerland
References: <D5E5oo.GDw@emr1.emr.ca> <3k29na$8g0@sphinx.Gsu.EDU> <SMISHRA.95Mar15123306@kiwi.acns.nwu.edu>
Date: Thu, 16 Mar 1995 08:44:10 GMT
Lines: 29

In article <SMISHRA.95Mar15123306@kiwi.acns.nwu.edu>, smishra@kiwi.acns.nwu.edu (Sunil Mishra) writes:
|> In article <1995Mar15.092901.29098@news.unige.ch> afzal@divsun.unige.ch (Afzal Ballim) writes:
|> 
|>    I also doubt if any games use real AI, however your reason why is completely
|>    wrong. The programming language has nothing whatsoever to do with it. The
|>    problem is in the complexity of the tasks and the amount of time necessary
|>    for any program to do anything reasonable in approximating human reasoning.
|> 
|> It also does have a lot to do with the language. Could you write a routine
|> to have an arbitrary composable list like lisp does as it's basic data
|> structure in C? It would be hard. 

Yes, I have done and so have many others. In fact, there are many libraries
available in (for example) C++ that give you exactly this. There is nothing
you can do in Lisp/Prolog that you cannot do in C/C++. Lisp and Prolog are
much used in AI because of their fast prototyping cycle. However, you will
find that many "commercial" AI programs will have written or recoded in an
imperative language to get rid of the unnecessary excess baggage that the
conventional AI languages bring with them (not to mention getting around
large license fees for runtime versions of Lisp/Prolog).

-- 
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