@database "Artificial Intelligence" @author "HellCoder of HellHound" @$VER: Artificial Intelligence.guide 16-September-2000 @master Artificial Intelligence.guide @node "Main" "Artificial Intelligence" @{b} Artificial Intelligence manual@{ub} Documentation version 1.1 written on 16 September 2000 @{b}Content@{ub} @{"Introduction" link WhatIsThis} @{"Lharc Archive" link Contents} @{"System Requirements" link System} @{b}Concept@{ub} @{"Artificial intelligence" link Concept} @{b}Background information@{ub} @{"Level 1: Basic algorithm" link Level1} @{"Level 2: Memory introduction" link Level2} @{"Level 3: Get to know the AI" link Level3} @{"Level 4: No exit" link Level4} @{"Level 5: Mating" link Level5} @{"Level 6: War simulation" link Level6} @{b}Contact@{ub} @{"HellCoder of HellHound" link HellCoder} @endnode @rem ------------------------------------------------------- @node "WhatIsThis" "What is this ?" @{b} Artificial Intelligence manual@{ub} Documentation version 1.1 written on 16 September 2000 Welcome to the manual for amiga's artificial intelligence simulator. We are very pleased that you've downloaded this archive and would like to ask you kindly to inform HellHound about your experiences playing with the simulator. This will help advancing a better and newer simulator. @{"Contact HellHound" link HellCoder} @{b}Artificial intelligence@{ub} Have you ever been interested in artificial intelligence but never had the opportunity to experience with it ?, this program will quide you through all basic knowledge which will give you a better understanding of the concept. If you haven't got the time you shouldn't bother running a simulation because you won't be amused at all. This program will only be fun if you're actually interested in the subject. My advice is to carefully read all documentation before starting a simulation. @endnode @rem ------------------------------------------------------- @node "Contents" "What does the archive contain ?" @{b} Artificial Intelligence manual@{ub} Documentation version 1.1 written on 16 September 2000 If everything is correct you should have the following files: @{b}AI.run@{ub} @{b}This guide@{ub} @{b}Readme.txt@{ub} If you miss any of these files please contact HellHound for the official software. @endnode @rem ------------------------------------------------------- @node "System" "What do you need ?" @{b} Artificial Intelligence manual@{ub} Documentation version 1.1 written on 16 September 2000 Running a simulation will require the following things: @{b} Amiga computer@{ub} @{b} 4 MB free Fastram@{ub} @{b} 68020+ processor@{ub} @{b} AGA graphics@{ub} @{b} Mouse@{ub} Recommended is a 68030+ with 4+ MB fastram. If you're having problems starting the program, please inform us. @endnode @rem ------------------------------------------------------- @node "Concept" "Artificial Intelligence concept" @{b} Artificial Intelligence manual@{ub} Documentation version 1.1 written on 16 September 2000 The concept of this program is based on an algorithm which can analyze small parts of a maze and walk through it. The algorithm has several parameters which can be altered before the simulation starts. @{b}Altering the parameters@{ub} All parameters can be changed if the simulation needs this. You can devide the blocks for a proper AI installation. i.e. Walking requires less blocks compared to analyzing, so you should set all parameters you think are best. @{b}Energy@{ub} Analyzing the maze will require energy. If the routine has used all its energy it will die. Thinking and walking requires energy, battle and mating requires more energy. @{b}Analyzing capability@{ub} The higher you set this number, the more steps the AI can analyze. More steps to consider also requires more thinking time. A perfect brain will also analyse every possible solution which won't always be best due to the contest. @{b}Analyzing power@{ub} This setting will give the AI a faster set of brains which will defenitely come in handy for a better analyzing brain. @{b}Agression@{ub} This setting changes the AI's approach to diferent species. Walking away is sometimes the best possible solution and sometimes not. @{b}Fertility@{ub} Altering this will give the AI a better fertility factor which will come in handy for the huge battles to come, since it needs more friends in battle. Overpopulation will also give a very unclear view of what is happening. @{b}Blocks@{ub} This figure will show you how many points you can devide for the settings. @endnode @rem ------------------------------------------------------- @node "Level1" "About level 1" @{b} Artificial Intelligence manual@{ub} Documentation version 1.1 written on 16 September 2000 @{b}Level 1, the introduction@{ub} This level contains a small maze with a single AI. The AI will immediatly try to find the exit. Sometimes the exit is found straight away and sometimes it can take ages. Everytime the AI has found the exit its awarded with a better analyzing brain. If you run this simulation you will notice the following things: @{b}Confused@{ub} The AI gets confused while its brain is growing. More memory will also be confused more easier. When its confused the AI will stop and analyze all data it knows. After this it will start walking again. @{b}30 minute run@{ub} When you've run the simulation for 30 minutes or longer you will notice the AI is capable of finding the exit almost straight away. He's able to understand the entire maze. If you think 30 minutes is a long time try to understand the fact that the routine has actually created a solution which will always find the exit. It has done that all by itself and you should love him for that! @endnode @node "Level2" "About level 2" @{b} Artificial Intelligence manual@{ub} Documentation version 1.1 written on 16 September 2000 @{b}Level 2, the memory@{ub} This level contains two AIs. The green AI has got a very reliable brain, the pink AI's brain is very poor. You can compare the different memory to see what a reliable brain means to the AI. @{b}Pink seems smarter@{ub} If the pink AI finds the exit before the green one it is lucky, even dummies can walk the right direction without knowing it's the right way. Run several simulations to verify this! @{b}Green isn't looking very smart@{ub} Although the green AI has a very reliable memory that won't mean it's analyzing power is great. It will only recognize different positions and locations easier than the pink one. @endnode @node "Level3" "About level 3" @{b} Artificial Intelligence manual@{ub} Documentation version 1.1 written on 16 September 2000 @{b}Level 3, Experience yourself@{ub} This level will give you the opportunity to get to know each different parameter. Play with the different settings and try to understand what is happening. The maze is quite huge so it will be fun to play with. @{b}Tips@{ub} Try to see what a the AI does when it's walking to the end of a corner, if the AI walks into the corner again towards the end it must have forgotten it was there before. With a reliable memory you will see the AI turn away from it when it realises it has been there before. Setting the analyse power to a high factor will give the AI the ability to analyze the maze without moving. If it isn't walking it's trying to figure out how to get to the exit. When it suddenly moves but is going into the wrong direction it means that it's memory was full. @endnode @node "Level4" "About level 4" @{b} Artificial Intelligence manual@{ub} Documentation version 1.1 written on 16 September 2000 @{b}Level 4, No exit@{ub} This level contains two AIs. The green AI has got a very reliable brain, the pink AI's brain are very poor. You can compare the different memory to see what a reliable brain means for the AI. This time you will actually see the difference between the two memory's of the AI. Since the AI can't reach the exit you will clearly see that the reliable memory will remember far more and also lead to a conclusion that there is NO exit. The pink AI will forget lots of value information and thus never know the exit isn't reachable. If you still had any doubts about level 2 this level will surely show you what a reliable memory means. Although it can take quite a while for the AI to understand the maze! @endnode @node "Level5" "About level 5" @{b} Artificial Intelligence manual@{ub} Documentation version 1.1 written on 16 September 2000 @{b}Level 5, Mating@{ub} Sometimes smart can be defeated by an overwelming enemy. You're facing a very fast reproducing enemy who will defeat you if your population isn't growing fast enough. Try to reach the exit and let your population grow to defeat the enemy. @{b}Note@{ub} The black spicies can be compared to germs, stupid but fast reproduction. The only possible way to defeat these germs is to get your AI to the exit so that it knows were to find his family. If they found eachoder they can reproduce aswell and hopefully defeat the black germs. @endnode @node "Level6" "About level 6" @{b} Artificial Intelligence manual@{ub} Documentation version 1.1 written on 16 September 2000 @{b}Level 6, It's WAR@{ub} Now that you have seen all posibilities try to win this level, no clues are given! Have fun and don't forget to inform HellHound about your experiences. If you want to play more with the simulator you should wait until the level-creater program is finished. It's kinda depending on the positive mails for this because we're also working on several other projects. But you will defenitly find this algorithm in some of our other projects. At this point I would like to ask you to send us how you experienced playing with this simulator. Send it all to: hcoder@hellhound.root.nl Thank you! @endnode @node "HellCoder" "HellCoder of HellHound" @{b} Artificial Intelligence manual@{ub} Documentation version 1.1 written on 16 September 2000 @{b}HellCoder@{ub} You want to say hello ?,.. hcoder@hellhound.root.nl Did you like the musics ? shakma@hellhound.root.nl (Thanks for helping with the guide!) You want to see about our other projects ? http://hellhound.root.nl/~hcoder :) Amiga Rulez! @endnode