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Article #664Re: Computer-Controlled Players (New, More Appropriate Thread)
From: Khan
Date: Thu, 13 Aug 1992 12:37
Date: Thu, 13 Aug 1992 12:37
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In article <BswJE8.261@ais.org> draper@ais.org (Patrick Draper) writes: >Has anyone tried using genetic algorithms for CCP's? > >I'll bet you have to play thousands of games to train a good one, unless you >prime the pump with abover average players first. > >Any comments? Ooh, a neural net computer opponent, which would learn from the programmer and beta testers while they play test the game, so by the time the actual release occurred, it would be TOUGH. As a player, I wouldn't want ALL the computer opponents to be like this, but perhaps one or two, which appear later in the game (towards the end of the puzzle chain) or which "guard" certain key pieces of info/puzzle, would add quite a bit to the game.
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Newsgroups: rec.games.programmer Path: arc1-ca.pugleaf.net!sparky!uunet!usc!sdd.hp.com!ux1.cso.uiuc.edu!news.cso.uiuc.edu!usenet From: tmkk@uiuc.edu (Khan) Subject: Re: Computer-Controlled Players (New, More Appropriate Thread) References: <BswJE8.261@ais.org> <BsvzMw.LFy@news.cso.uiuc.edu> Message-ID: <Bsx9rB.F6H@news.cso.uiuc.edu> Sender: usenet@news.cso.uiuc.edu (Net Noise owner) Organization: University of Illinois at Urbana Date: Thu, 13 Aug 1992 12:37:59 GMT Lines: 17