Α.Ι.

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Re: Α.Ι.

Postby WHSeward » 03 Nov 2016, 21:21

Did you try to communicate with the AI powers (i.e. made information bearing orders and draw proposals). Did any of the AI powers communicate with you?
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Re: Α.Ι.

Postby NoPunIn10Did » 18 Nov 2016, 13:14

WHSeward wrote:Edit: none of this by the way is "artificial intelligence." Brute force techniques are sort of the opposite of A.I. and that is state of the art for games today.


See, now you're getting into a philosophical problem with A.I. Even within the computer science community, there's not widespread agreement on what counts as A.I. and what doesn't.

Additionally, "brute force" is not the right term for what you're describing. The better description is "state search" or something along those lines. Brute force is just one of many search-based algorithms for examining possible outcomes, and it tends to be used in scenarios in which there's only a binary measure of success. It searches all possible values in a trivial manner until one finally succeeds.

Typical board game A.I. uses some variant of Minimax searching, where states are searched and prioritized by their best and worst possible outcomes. If the state space is small, the end result may be a de facto evaluation of all possible states (like brute force), but most Minimax algorithms are able to prune large groups of bad states without evaluating them.

Most A.I. has a state search component. What makes one search more sophisticated than another tends to be the abstraction of the state, the data used to evaluate each state, and whether the search is determinant or has a stochastic component.
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Re: Α.Ι.

Postby Carebear » 18 Nov 2016, 16:45

nopunin10did wrote:
WHSeward wrote:Edit: none of this by the way is "artificial intelligence." Brute force techniques are sort of the opposite of A.I. and that is state of the art for games today.


See, now you're getting into a philosophical problem with A.I. Even within the computer science community, there's not widespread agreement on what counts as A.I. and what doesn't. [...]


To add on...

Humans do state searching too. Most of the top players in Chess and Go are younger, with some anomalies. By the time a player reaches 40, they are typically on a downward trajectory. This is because of the mental and physical effort to do the path searching.

I have a friend who was a rated 2100 chess player and a three dan Go player. We both are in IT and both have an interest in AI. Naturally, this topic has been discussed heavily.

The term we used when humans were doing the analysis was reading. The more experience you have, the more prior information is available for any particular situation (state). This information allows humans to efficiently prune their searches and focus on a few probable choices more deeply. This is still at some level what might be called "brute force".

My friend was a very ardent reader. Focusing heavily understanding long term tactical outcomes. I was a bit lazier, reading deeply only in particular circumstances. Instead, I focused on playing what would be termed wholesome moves. This wholesome move aspect/concept I think is the current target for AI and machine learning.

There is also an attribute of play about knowing your opponents' tendencies. This is machine learnable too, IMO.
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