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Original post by alexjc
It seems everyone is entrenched already, so I'll keep this short.
Looking at the problem a different way, what you consider directly tweaking parameter of a FSM for certain behaviors to emerge can in fact be less direct than training a machine learning data-structure on specific outcomes. It's just a matter of perspective.
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You know that there is a world of AI beyond CI and FSM right? You seem to assume that not using CI techniques means using FSM exclusively. Expert systems, bayesian logic, blackboard architectures, partial-order planners, decision trees, goal-oriented reactive systems, countless others.
Each with a different temporal horizon, a different expressiveness, a different reactiveness, different interpretability.
But when you use CI to train an abstract model, you can never predict the result. Those methods seldom have any proof of convergence, or even likeliness of convergence. Unlike other methods of learning, like DT learning or SVM. Add to that the strong non-linearity of the search space...
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Original post by alexjc
Funny, the few designers who truly understand how to use CI in practice seem to have gone on to create genre-defining games. To each his own.
"Genre-defining games" meaning games that use CI? Right...
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Original post by Hodgman
Haven't you prejudiced the debate by referring to CI as "so called computational intelligence"?
They already call it CI so people don't have to say "so called AI"...
Debate? I thought it was more like a rant... Im allowed 1 rant per year, right? This was to reflect another aspect I dont like of CI techniques: giving the techniques fancy names that have nothing to do what they really do, but more to what people wish they were doing. Then you get tons of people new to AI that think that ANN really imitate the brains, and that dont realize that GA are just a gradient descent with the "fit" function being the "cost" function.
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Original post by InnocuousFox
I believe it is far more satisfactory as a designer AND as a player, however, to see something that is thinking for itself (so to speak) rather than blindly following a look-up table of orders.
Well, its a vague and tricky concept, but I dont think there isnt any more deliberation from the AI in any CI technique I know of than in an FSM, and less then, per say, a planner or an expert system, unless the training is done real-time in game. Any possible deliberation in a NN is done at training time, and then it just blindly follows the IO-machine. The difference between the deliberation of the FSM machine and the NN is that in the FSM most of the deliberation is performed by the designer, and for the NN it is performed by the interpolation/extrapolation of the examples provided by the designer.
[Edited by - Steadtler on October 22, 2007 7:45:21 PM]