The Rook
King
- Joined
- Nov 6, 2007
- Messages
- 788
The Rook, you seem to insist on not understanding what I'm sayingUnfortunately, none of your comments relate to the reasoning behind my claims, but simply to your misunderstanding regarding my definitions.
I perfectly understand what you are saying, but you seem to have great difficulty being able to distinguish between the objective and subjective. For every subjective definition you give me, I can counter with an equally valid and subjective one.
No, there is a clear reasoning behind the "branding", as I have previously explained. It's just like any other matter of definition.
There can never be clarity where the subjective is concerned. The "greyzones", and "borderlines" you mentioned, are all in your mind. For what it is worth, I would consider an exploit to be when a player manipulates a coding error, or bug to their advantage. For example, if gifting the AI 42 gold led to the character disbanding their armies, due to some programming error, I would consider that to be an exploit. My definition is no less valid than yours, because we are dealing with a subjective term. However, I would argue that limiting talk of exploits to bugs would leave less of those nebulous greyzones.
I don't think you a getting me right. Adapting to how your opponent plays on a tactical and strategical level isn't something that falls out of the categary "normal gameplay". So, you don't have to waste your resources - you don't have to fool yourself. However, when you do a specific move to trigger a game-altering flaw for the AI, that does.
On the one hand you advocate adapting to how your opponent plays, but on the other you won't accept exploiting what you consider to be a "game-altering flaw". The AI always plays the same, adapting to how it plays, and exploiting game-altering flaws are in essence the same thing. I may accept your argument if your example of "game-altering flaw" referred to some buggy gameplay, but it doesn't, it refers to limitations of the AI's intelligence. The AI's limited ability to adapt to situations can be seen in virtually everything it does. To rigidly apply your logic would render many commonplace strategies exploits, unless they fail to meet some "subjective" criteria. See the problem?
A human player would. I think we agree that it wouldn't be the wisest human player, but it is not unseeming, depending on the circumstances. However, no human player would stop developing and stay inside his city for the entire game because you place few units beside his capital.
So where does the boundary of a human's stupidity lie? Can it be objectively defined, or are we in the realm of opinions again? I would say that your example, and Aftershafter's strategy could both succeed against an extremely weak player, however neither would be likely to work, and both would be foolhardy to try. Generally it makes sense not to underestimate your opponent, so in my opinion both examples represent poor strategies to use against humans. Like the patzer chess player who plays a weak, anti-positional move, to set up a fork, and just "hopes" that their opponent misses the tactic.
Would it be an exploit for "me" to use your decoy tactic against the computer, considering I would always credit a human with too much sense to fall for it? Is the legitimate approach against a human determined by the actual limit of their stupidity, or the assumed limit. Who makes the assumption? You? Me?
This is beginning to feel rather vague...