smalltalk
monkey business
bike:
again, I do agree to you. Here are some numbers:
-------------------------------------------------
Possible moves in chess:
1st turn
8 pawn * 8
2 knight * 2
=
20 moves
Mid game
(for example 1852 anderssen/dufresne) 15 th turn
62 moves
--------------------------------------------------
Possible moves in Civ III
1st turn
1 worker * 10
1 settler * 10
5 science goal
10 tax + lux ratings
=
35 moves
Mid game
(a very, very crude guess)
20 cities * 10 build options = 200
120 units * 3 tiles * 2 actions = 720
10 tax + lux ratings
a thousand diplomacy options
= 1930 moves
Late game (railroads !)
20 cities * 10 build options = 200
120 units * 20 citiey * 21 tiles * 2 actions = 100800
10 tax + lux ratings
a thousand diplomacy options
=
102010 moves
Then, we have to account that not only 1 unit may move, like in chess, but
maybe 120 units in different order, so we should have for late game
something like
102010 * 102009 * 102008 * ... * 101891 * 101890
if my math is right, roughly 100000 E 120 = 1 E 124
meaning a number with 124 digits
which is a really -big- number,
beyond anyones understanding
- certainly beyond any xoxxing computer storage and speed
and I didn't even account for EIGHT civs and at least 20 turns look ahead.
--------------------------------------------------
So there truly will be no CIV brute force AI.
I stand in awe before the human brain.
How did I ever win a game ?
I stand in awe of CIV III AI.
How could I ever loose out to it ?
park ranger:
Right - I forgot about recent develpement. These techniques are summarized under Artifical Live AL and include genetic algorithms (the one you describe), cellular automatons, flock behaviour and the like.
:: and tagging evolution as a brute force method is really an insight !
Still I doubt, computers could incorporate their findings into their own programming code.
That is, nowadays.
stormbind, sumthinelse:
guess, you both promote the same view: libraries of positions = classes of positions
It is about understanding the library.
(Picture of a monkey trying to decipher Encyclopedia Britannica)
again, I do agree to you. Here are some numbers:
-------------------------------------------------
Possible moves in chess:
1st turn
8 pawn * 8
2 knight * 2
=
20 moves
Mid game
(for example 1852 anderssen/dufresne) 15 th turn
62 moves
--------------------------------------------------
Possible moves in Civ III
1st turn
1 worker * 10
1 settler * 10
5 science goal
10 tax + lux ratings
=
35 moves
Mid game
(a very, very crude guess)
20 cities * 10 build options = 200
120 units * 3 tiles * 2 actions = 720
10 tax + lux ratings
a thousand diplomacy options
= 1930 moves
Late game (railroads !)
20 cities * 10 build options = 200
120 units * 20 citiey * 21 tiles * 2 actions = 100800
10 tax + lux ratings
a thousand diplomacy options
=
102010 moves
Then, we have to account that not only 1 unit may move, like in chess, but
maybe 120 units in different order, so we should have for late game
something like
102010 * 102009 * 102008 * ... * 101891 * 101890
if my math is right, roughly 100000 E 120 = 1 E 124
meaning a number with 124 digits
which is a really -big- number,
beyond anyones understanding
- certainly beyond any xoxxing computer storage and speed
and I didn't even account for EIGHT civs and at least 20 turns look ahead.
--------------------------------------------------
So there truly will be no CIV brute force AI.
I stand in awe before the human brain.
How did I ever win a game ?
I stand in awe of CIV III AI.
How could I ever loose out to it ?
park ranger:
Right - I forgot about recent develpement. These techniques are summarized under Artifical Live AL and include genetic algorithms (the one you describe), cellular automatons, flock behaviour and the like.
:: and tagging evolution as a brute force method is really an insight !
Still I doubt, computers could incorporate their findings into their own programming code.
That is, nowadays.
stormbind, sumthinelse:
guess, you both promote the same view: libraries of positions = classes of positions
It is about understanding the library.
(Picture of a monkey trying to decipher Encyclopedia Britannica)