Newsgroups: comp.ai.games
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From: afzal@divsun.unige.ch (Afzal Ballim)
Subject: Re: AI routines for RPG game?
Message-ID: <1995Mar17.080915.4847@news.unige.ch>
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Organization: University of Geneva, Switzerland
References: <D5E5oo.GDw@emr1.emr.ca> <3k29na$8g0@sphinx.Gsu.EDU> <SMISHRA.95Mar16115935@kiwi.acns.nwu.edu>
Date: Fri, 17 Mar 1995 08:09:15 GMT
Lines: 31

In article <SMISHRA.95Mar16115935@kiwi.acns.nwu.edu>, smishra@kiwi.acns.nwu.edu (Sunil Mishra) writes:
|> I for example would never consider implementing anything from current
|> research for an arcade game. Pretty silly. In an RPG it might be more
|> acceptable.
|> 
|> An aside, why did I bring this up in the first place??? :-)

I guess because you were wondering about transfer of "AI" techniques
to the gaming world. Frankly, unless those techniques were developed
for gaming, I doubt they'd be much useful to the gaming community.
When AI researchers make programs it is often to demonstrate a point.
The programs are often horrendously inefficient and break down often.
When companies make products based on these techniques, they normally
strip them down to some core part (throwing away *anything* they consider
not to be essential) and recode them. Othere than the ubiquitous expert
systems, there appear to be few systems around that one would call "AI"
systems.

For the immediate future, I would imagine that the best AI can offer to
game developers is a few ideas on heuristics and methods that might be
adapted for game use -- various types of search algorithms, scripts-plans
and goal driven AI (hi Jorn :-), etc., etc.

-- 
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