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000098_nobody_Sun Apr 11 09:56:16 1999.msg
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From: "Alastair Murray" <Alastair.Murray@ukgateway.net>
To: <amos-list@onelist.com>
Date: Sun, 11 Apr 1999 14:16:10 +0100
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Subject: [amos-list] Re: AI programming
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From: "Alastair Murray" <Alastair.Murray@ukgateway.net>
>> Does anyone know how I would even start to program a computer AI
player
>> in the bomberman game I'm writing. I've tried a few times but all it does
>> is run into the flames. (typical, just typical.).
>
>Don't they always ?
>
>> I would be greatful for any ideas, or code (preferably in psudo-code,
>> explaining the games internal tables would take a while ;)
>> I'd be greatful for any help ;)
>
>Do you want real AI, with learning, or just someone to play against ? Heh.
>Not familiar with the format game you are writing though, or what the AI is
>to achive. Do you want to acheive heuristics, or some other kind of stuff
?
>
>Either way, if you have a list of things for it to do, and it can do each
of
>these "at random", make a series (array) of number values for each choice
in
>each situation, then add or subtract one from a failure or a success. Save
>the array. Instant learning system.
Neural networks simplified into 4 lines! Amazing! :)
That sort of thing will be too slow on an AMIGA with AMOS.
Just use loads of simple routines.
e.g. Every turn the enemy is decided which way to move.
If "Explosion to the left" then Don't move that way!
You can also expand it to make them do things like avoid bombs about to
explode.
If "bomb is on the left vertical column and about to explode" then don`t
move that way.
You can make them more/less intelligent by either adding more of these such
simple orders or by decreasing/increasing the amount of time per `turn`.
i.e. If they are moving left, they continue to move left until their next
`turn` where the AI has a look round and decides which way to move.
The less time between turns, the better the enemy is at avoiding bombs but
the slower the game is.
-Murray
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