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From: skarg@eskimo.com (Peter VonKleinsmid)
Subject: Re: How to detect human patterns ?
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Date: Tue, 14 Mar 1995 15:42:07 GMT
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Lavoie Philippe (lavoie@gemini.genie.uottawa.ca) wrote:

: Hi,

: Someone posted something about whishing for the computer to learn the pattern
: made by the humans and when it sees it again to not repeat the same move
: he did the last time (if he got in trouble by doing so).

: In netrek, an important part of the game is the dog-fighting between two ships.
: Usually, when I play I know after a while that a given adversary is 
: stupid, he doesn't easilly dodge my torpedoes. So shooting a stream of 
: torpedoes (5-6 instead of the usual 2 I shoot) will easilly kill him.
: Other players easilly dodge my torpedoes, so I put more the emphasis on
: the phasers (a laser weapon) and use the torpedoes to distract him. 
: Other patterns I usually see is: enemy comes near me I fire 1-2 torpedoes
: and he dodge to the right. Easy to figure out where to shoot next 8)

: Now, how would one of my robots recognize these patterns ? I know I could
: write a big time-delayed neural net to classify each pattern move, but
: it would take way to much time to process. What I presently use is a very
: premitive classification algorithm: If the ennemy has a lot of kills, it
: means he is good and it also means that my robot should be more carefull
: against him. If the enemy has no kills, just shoot. Of course if a good
: player justs starts on my server, he will have no kill and my robots will
: assume that he's no good and ...

You've got a good start... recognize the things you look for, and code 
for them. I'm sure you know that a high score may be a pointshipper and 
any new playewr could be an ace. Scan him and see if he's showing 
evidence of stupidity. How fast does he seem to react. Fire a couple of 
easy to dodge shots and see if they hit. That sort of thing. Maybe store 
a record of how many times he has dodged in which direction, and use that 
as a guide to where to shoot follow-up shots.
 
:)

PvK
