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Article #314

Re: Computer opponent

#314
From: Orion
Date: Wed, 08 Apr 1992 15:37
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In article <92098.095748IO00198@MAINE.MAINE.EDU> Just some weird dude <IO00198@MAINE.MAINE.EDU> writes:
>I'm a little new to game programming.  I'm writing a space combat
>game for one player.  I've gotten books that explain search methods
>but that's not what I really need help with.  I don't need to
>know how to get it to search for the correct decision, but how
>to make it make that decision.  I don't think I can put all
>possible situations in memory and have it go from there.  There's
>too many possibilities.  I guess I need algorithms for evaluating
>the situation and for deciding what is the best move to make.
>(i.e. does it fire or not fire, and should it maneuver behind me or
>attack from the front.  That sort of thing.)

Post some more details about the game.  Is it in real-time or not?  (if 
not), do you divide the actions up into phases?  how does the interaction
take place?

You will probably want to give a few simple (or not-so-simple) heuristics
that the computer can use to make decisions.  These heuristics can be based 
on your own strategic experiences, and then you can play the program 
repeatedly to weed out the strategic errors that it is making.  You can have 
a set of special rules to cover special situations, and a limited tree-
search (perhaps) to uncover certain options as well.

 
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                          Orion Auld                      
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  Win 3.0 multitask: Choke on gum and trip simultaniously!  
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Path: arc1-ca.pugleaf.net!sparky!uunet!cs.utexas.edu!mercury.unt.edu!N02
From: N02@csci1.csci.unt.edu (Orion)
Subject: Re: Computer opponent
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Date: Wed, 8 Apr 1992 15:37:00 GMT
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