Obvioudly a computer thud opponent will probs be a long way down the "LIST"
for development, so iwas wondering how one goes about developing something like this. Is it particularly complex? Is certain software needed? Could a rookie such as myself do it with direction?
Any thoughts appreciated...











Some time ago I had a go at making one with "Zillions of Games", a programmable A.I. for board games.
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The problem with that was, the rudimentary command set was designed for games that either checkmate, or loose because you are out of pieces.
I could not find a way of telling it the delicacy of Thud's counting, and rematching. So eventually I ended up with a reasonable Troll opponent, but a nearly suicidal dwarf one, since the A.I. only knew that "as long as I have a single dwarf remaining, I'm still winning"
hmm... well I prefer to play as dwarves anyway! Was it complicated to do? How can someone get this program?
Plateau? What does that make aristotle? Aristoner? Wait he didn't do drugs...
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I just found this post... Does anyone have some experience with AI Thud? Would be nice if I sometimes do not have to wait for an opponent to turn up. Specially when I always have to play all these thud-masters
"The problem with Italian food is that five or six days later you're hungry again." - George Miller
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I just found this post... Does anyone have some experience with AI Thud? Would be nice if I sometimes do not have to wait for an opponent to turn up. Specially when I always have to play all these thud-masters
hate to burst your bubble, but what's being said in this thread as well as the two or three others about thud ais on this forum is that it's impossible to make an thud ai. hence there isn't one.
When we remember we are all mad, the mysteries disappear and life stands explained. – Mark Twain
Save the rats, eat a dwarf!
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Not really a bubble bursting, because there has never been one. But maybe a small light at the end of a tunnel and the expectancy whether it is an oncoming train or the exit
it's impossible to make an thud ai
Well, there comes the counterquestion: why is it impossible? The moves might not be that difficult, whereas I can see that the dwarf tactics will be quite diverse and therefore difficult for an AI to learn.
"The problem with Italian food is that five or six days later you're hungry again." - George Miller
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Well, there comes the counterquestion: why is it impossible? The moves might not be that difficult, whereas I can see that the dwarf tactics will be quite diverse and therefore difficult for an AI to learn.
well, maybe not impossible. i don't really know much about AIs. i just know what i read in the various topics when i tagged them a year and a half ago. maybe a professional and experienced AI programmer could do it. but how do you find a professional and experienced AI programmer with enough expertise and get them to do it?
When we remember we are all mad, the mysteries disappear and life stands explained. – Mark Twain
Save the rats, eat a dwarf!
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Well, I'm not a professional, and not very experienced, but I did write a Thud AI a while back. It's not very good at playing Thud, but it is not trivial to beat when it plays Troll (playing Dwarf it gets stuck in bad strategies).
The main reason why writing an AI for Thud is difficult is that Thud's branching factor is huge. I can't remember the exact number, but there are hundreds of possible dwarf moves, and the standard techniques for chess playing programs just keel over at that scale.
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is your AI available anywhere to try out - it sounds really interesting.
MS
"LOOKS PERFECTLY LOGICAL TO ME"
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Hehe funny, I thought kinda on the same line as Scrubby. Specially because Dwars are much more challenging than Trolls
"The problem with Italian food is that five or six days later you're hungry again." - George Miller