1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

MIT scientists teach a computer Civ II

Discussion in 'News Updates' started by The_J, Jul 14, 2011.

  1. Omega124

    Omega124 Challenging Fate

    Joined:
    Nov 1, 2008
    Messages:
    7,083
    Gender:
    Female
    Location:
    Albany, New York
    Who you would then destroy because it wasn't designed for that game.
     
  2. Thorn

    Thorn King

    Joined:
    Jan 5, 2002
    Messages:
    820
    Location:
    Project Tic-Toc
    That computer will never be productive again. :D
     
  3. Birdjaguar

    Birdjaguar Hanafubuki Retired Moderator Supporter

    Joined:
    Dec 24, 2001
    Messages:
    41,432
    Location:
    Albuquerque, NM
    From Today's paper:

    http://blogs.wsj.com/ideas-market/

    The paper edition also had a screen shot from a Civ 2 game.
     
  4. Verarde

    Verarde Pondering Wearing A Hat

    Joined:
    Nov 25, 2009
    Messages:
    3,795
    Location:
    Northern VA
    Interesting schtuff.
     
  5. Genocidicbunny

    Genocidicbunny Bug squasher

    Joined:
    Feb 5, 2005
    Messages:
    5,473
    Location:
    Orange Town
    I know it's been a week since this post, but I just wish to reply.

    That is exactly how the AI learned. You give it a set of moves and let it figure out winning combinations of moves. (I am simplifying things quite a bit though) That is in fact pretty much how Chess AI works. It's just that chess is a bit of a different game than Civ.

    Teaching AI is not about teaching it some 'winning' tactic, it is about giving it some set of actions and some criteria for these actions and letting it figure things out on its own. That is how modern rudimentary AIs work really. You can provide them guidance, but the whole point is that they figure out the 'tactics' on their own.

    In this case, the manual provided additional information that helped the AI make a set of decisions that more reliably led to winning against the game's internal AI.


    In fact, knowing the rules is precisely what leads to knowing how to play. The rules, and the actions they allow are exactly the building blocks of play. Take a simple rule from chess: knights move in an L-shaped pattern, skipping over everything but their landing square. This is a rule. It does not give you any 'play' as you put it, but that rule creates an action -- moving the knight in a specific pattern. Now, take that rule and combine it with all the many other rules. They each create specific allowed actions. These actions are then combined by the players into the 'play'. Without the rules, there is no play.
     
  6. Birdjaguar

    Birdjaguar Hanafubuki Retired Moderator Supporter

    Joined:
    Dec 24, 2001
    Messages:
    41,432
    Location:
    Albuquerque, NM
    Threads merged.
     

Share This Page