Post subject: AI competitions?
Joined: 3/25/2004
Posts: 459
It would be neat if APIs for specific games were readily available, so as to write AIs for them without having to worry about the low-level technicals. AI classes could be made and recombined with different weights. Conservative, risky, values this more, values that more. This is far more computationally tractable than brute forcing game trees. Many subtrees get shaved off. Including potentially optimal solutions. But that's the price you pay for the tractability. Wouldn't it be fun to have AI competitions for games, even if they come out slower than human TASes?
Post subject: Re: AI competitions?
Skilled player (1738)
Joined: 9/17/2009
Posts: 4980
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Ramzi wrote:
It would be neat if APIs for specific games were readily available, so as to write AIs for them without having to worry about the low-level technicals. AI classes could be made and recombined with different weights. Conservative, risky, values this more, values that more. This is far more computationally tractable than brute forcing game trees. Many subtrees get shaved off. Including potentially optimal solutions. But that's the price you pay for the tractability. Wouldn't it be fun to have AI competitions for games, even if they come out slower than human TASes?
Wait, why would you need an entire API to automate bruteforcing specific games? For games in general, I would understand, but for specific games? I thought the only reason for specific games was if it were for botting online games like MMORPG's, where there are usually "anti-bot" features implemented so you would need to implement an API like this for example so the bot wouldn't get stuck.
Joined: 3/25/2004
Posts: 459
I'm not brute forcing. I'm making AI compete. Game enthusiasts can describe their playing style in something near English. That's the API. That's game-specific. For example, in Zelda 1, if there is a health drop, rupee drop, and bomb drop, how would the AI know which one to pick up? I can think of 3 different AIs right away. Right? But it all depends on the circumstance. Anyway, the parameters of how to value competing interests are game specific.
Skilled player (1738)
Joined: 9/17/2009
Posts: 4980
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Ramzi wrote:
I'm not brute forcing. I'm making AI compete. Game enthusiasts can describe their playing style in something near English. That's the API. That's game-specific. For example, in Zelda 1, if there is a health drop, rupee drop, and bomb drop, how would they AI know which one to pick up? I can think of 3 different AIs right away. Right? But it all depends on the circumstance. Anyway, the parameters of how to value competing interests are game specific.
Then wouldn't it be better to just make a bot with set goals instead of an entire API which can only be used for one game and nothing else? Like this for example.
Editor, Skilled player (1199)
Joined: 9/27/2008
Posts: 1085
I think the idea here is about producing a bot that just plays through a game. The competition being dueling AIs to see who's best at completing the game. Not necessarily the fastest TAS. The lack of any low-level API make this a high barrier to get a competition started on any game. Of course, someone has to go out and produce those functions first, and it will only be of any use in that particular game. If I missed the point, let us know. I just want to reflect what is described, as I don't have any particular ideas to add.