Re: [stella] Combat AI

Subject: Re: [stella] Combat AI
From: "Andrew Davie" <atari2600@xxxxxxxxxxxxx>
Date: Thu, 6 Feb 103 18:04:07 CST
> The real trick will be fitting the AI in RAM.  Does anyone
> know how much free RAM is left in Combat?  Andrew, are you
> listening?  This seems like your kindof thing...


Indeed it is. I just posted the source to Fu Kung! which includes a fine implementation of a Finite State Machine (FSM).  Zach, without question you should be considering a FSM for your AI.  If you wish, I will explain my implementation - but I believe the code is reasonably easy to follow.

You can do an awful lot of intelligent-seeming things with simple state-machines.  And they remove the need for lots of conditional code.  Actually, they're marvels of programming elegance.  So, have a look at the Fu Kung! source code, particularly in the sections mentioned in my post with the code.  Get back to me with any questions, and I'll be happy to help.

Cheers
A



On Thu, 6 Feb 2003, Zach Matley wrote:

> Hello Everyone,
>
> I am Zach, a computer science grad student and a part-time programmer at
> Digital Eclipse. It was Mike Mika who introduced me to Stella programming.
>
> I am pleased to announce Combat AI. My classmate, Wen-Ying Chen, and I
> have teamed up to make a 1-player Combat as a project for our artificial
> intelligence class. So far, we are studying the Combat disassembly. I have
> modified it enough so that the Atari drives one tank, but not
> intelligently. (One could say I've implemented artificial stupidity.)
>
> We realize that implementing an AI algorithm in a VCS is a serious
> challenge, but we will give it a go. Mike's "Simple, Cheap Pathfinding"
> given in the AI wisdom book looks like a good place to start.
>
> Note to AtariAge hosts: We would appreciate holding off on a public
> announcement until we've made more progress.
>
> Zach
> Wen-Ying
>
>
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