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- Path: sparky!uunet!spool.mu.edu!uwm.edu!cs.utexas.edu!gateway
- From: bc@fccn01.fccn.pt (Luis Miguel Sequeira)
- Newsgroups: rec.games.pbm
- Subject: Re: Galaxy Results Format
- Date: 31 Dec 1992 03:00:49 -0600
- Organization: UTexas Mail-to-News Gateway
- Lines: 178
- Sender: daemon@cs.utexas.edu
- Message-ID: <9212311001.AA14687@fccn01.fccn.pt>
- References: <9212281248.AA14627@fccn01.fccn.pt>
- NNTP-Posting-Host: cs.utexas.edu
-
- I wrote:
-
- >Even a TOTALLY OBVIOUS game (ie., one where all players have all the
- >rules & formulae of the game) has a "non-obvious" part: that the
- >players are human, and thus, unpredictable...
-
- curt@oasys.dt.navy.mil (Curt Welch) wrote:
-
- >But with many games, like chess, go, etc., you don't really have to
- >guess what the other player is going to do. You basically just assume
- >that he will make the best move possible. There are no secrets in
- >the game because you both can see the entire board. If you are trying
- >to guess what your opponent will do, then it's just because you
- >can't figure out what your true "best" move is.
- >
- >But in Galaxy, guessing is required. Your best move requires
- >you to guess what your opponent will do. There is no absolute
- >"best" move like there is in chess.
- >
- >With chess, it's easy to write an algorithm to calcuate the best move -
- >but imposible to find a machine that can run the algorthim in a
- >resaonable time. And the algorithm wouldn't have to guess what move
- >the other palyer would make. It would just find the best possible
- >move based on any possible move from the opponent.
- >
- >With Galaxy, the algorithm would have to make a guess as to what the
- >opponent would do. It's like playing paper-scissors-rock. The best
- >move can't be calculated.
-
- If you want to say that programming a chess player is _easier_ than an
- automatic, artificially intelligent PBEM player, you're of course
- right! However, don't dismiss it as being "impossible to calculate the
- best move".
-
- I won't bother you with lots of technicalities. I'm no expert of
- artificial intelligence; I've studied it, and its possibilities; but
- if you really want some technically correct explanations, you'd better
- ask them from someone qualified.
-
- So, I'm just sticking with some basic issues:
-
- You mentioned on previous posts (sorry, no quotations, I've already
- deleted them...) the way you play Galaxy (and with which I've
- agreed!): simply don't make gross errors (which one won't make if he
- begins to understand the rules and their implications), have a goal in
- mind (ie. conquering or developing this or that planet, attacking this
- player, building this or that...) and let a bit of intuition guide
- you.
-
- Now, of course you can't "win" all the time; you're not judging your
- moves based on solid calculations and facts (as opposed to David
- desJardins approach...). But you're counting on being impossible to
- predict what the other players are going to do; so, your "best move"
- will be the one which, in special circunstances (ie. if other players
- haven't done anything to prevent it), give you most success. Even if
- the other players make exceptionally moves - which you couldn't
- predict anyway - your own move was YOUR best move, as you couldn't
- make a better move WITHOUT knowing what your opponents were going to
- do...
-
- What we're dealing with is incomplete knowledge. There are artificial
- intelligence "engines" (or programs) which are able to deal with this
- quite well. Perhaps you are familiar with fuzzy logic (from the photo
- industry, for example); but there are other ways (some quite simple!).
-
- All this to get to the following point: even if you can't "calculate"
- the best move using a formula straight from the spreadsheet, what you
- can do is to assess an "heuristic" value to your position. Say, it's
- "good" to have a lot of ships and a lot of planets (this increases the
- heuristic value of the current position), and "bad" to have low
- industry. This would be given values points, for each characteristic
- thought relevant. So, the automated Galaxy player would try to make a
- move that _improves_ the heuristic value (ie., trying a few variant
- moves, choosing randomly among them, calculate the new heuristic value
- of the resulting situation, and choose the one with the highest
- possible value).
-
- It also could assess a few heuristic values to other players'
- situations (from the few data you got on them), and make the move that
- not only would improve your situation, but actually degrade the other
- players' situations.
-
- Of course, this is more easily said than done. But you would actually
- have a playing algorithm mimicking your way of playing: try to
- evaluate your own situation, how to improve it just by looking at the
- data you have and "imagining" what other players would do, and pick a
- move. You couldn't blame the computer if his move happened to be a
- terrible one; after all, it (just like yourself) has limited
- information on the "world" around him, and chooses what is best under
- such circunstances.
-
- Perhaps not your average chess player program, but it wouldn't be
- _that_ difficult to implement. Of course, on a _very slow_ machine,
- you'd have to concern yourself with the issue of efficience (ie. the
- computer should finish its moves before the next turn is due! :-)...
-
-
- >>I _really_ think that a 2-month, one-week-turn game is _too_ short.
- >
- >Just to make this clear - I was talking about a 2 month, 5 turn per week
- >game.
-
- Uh... sorry... misunderstood you! Ok, this sounds fine. However, I
- must admit that it's too much for me. What you propose is almost a
- cross-breed between a MUD and a PBEM :-)
-
- But okay, go for it...
-
-
- >I haven't really played any of the role-playing games, but I know what
- >you mean about liking to build up your player. And it's kinda neat playing
- >a long Galaxy game. You spend so much time studying the Galaxy, and
- >talking to other players that they become somewhat real. The game
- >starts to feel like home.
-
- Exactly my point! :-)
-
- Perhaps I'd add that, if turns are very close together, unless you
- spend 24 hrs a day on the net, diplomacy would be reduced
- dramatically... I really don't know. Twice a week turns are for me
- already too fast! Unless you play but one game at the time - which I
- _don't_.
-
-
- >But the problem (or just the fact) with Galaxy is that once you loose
- >a big fight, you're pretty much out of the game. There's no real way to
- >start over and come back later and win. One (major) mistake and you're
- >dead. Once you get too far behind in industry you can never catch up.
- >
- >It might be interesting to try and modify the game so palyers were a
- >lot harder to knock out of the game. Where you could loose more
- >battles but not loose the war. Then the concept of having longer
- >games would make more sense.
-
- You are _very_ right. This is the trouble with a lot of different
- games I've played on. Almost every one of it has this problem.
-
- There is a single exception (a local PBM) I know about (there must be,
- of course, more! But I don't know them...). It's an open-ended
- campaign. Here diplomacy & politics are the key to survival - more
- true if you have lost your main army! A "crippled" player, without a
- large army, _isn't_ absolutely unuseful! He still has money and
- resources. So, what he does is "buying" protection: he enters a
- kingdom (or a similar multi-player organization) and "pays" for
- protection (really, he just contributes with some cash and resources
- to the kingdom, so that they can buy a new army to protect him until
- he's able to develop his own). I know of hundreds of examples of
- players starting with very poor positions, but that slowly (and I mean
- SLOOOOWLY... as the game is running for two years now...) cuild build
- themselves up again to a stable position. This is my case, for
- example... :-)
-
- I really don't know how to implement something similar in Galaxy, as
- there can be but ONE sole winner, and the game ends when this happens.
- Perhaps the game could be changed so that the winner is the GROUP of
- allies which end the game alone. However, this would mean that the
- concept of allegiances would have to be changed (if everyone declared
- Peace on everyone else on the game, it would be over at the second
- turn!). On the game above mentioned, players can be grouped together
- in "political organizations", ie. kingdoms, empires, republics, etc.
- You _could_ do something similar in Galaxy...
-
- - Luis Sequeira
- _________________________________________________________________________
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-
- bc@fccn01.fccn.pt Luis Miguel Sequeira
- Laboratorio Nacional de Engenharia Civil
- Phone 351-1-8482131 Ext. 2752 Centro Informatica/Grupo Sistemas Centrais
- "Don't call me, I'll call you" Av. Brasil, 101 - 1700 Lisboa, Portugal
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