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Artificial inteligence

does anyone know how to do AI in pascal.  i have wrote a pacman program
that looks really cool minus the ghost :( .  i dont think it is
possible.  does anyone know?

 

Re:Artificial inteligence


Quote
Norm wrote:

> does anyone know how to do AI in pascal.  i have wrote a pacman program
> that looks really cool minus the ghost :( .  i dont think it is
> possible.  does anyone know?

So, what do you what to simulate? Intelligent ghosts? You could start of
by some ruled based stuff perhaps...

anyway, a good newsgroup would be comp.ai.games

And please ask a more specific q next time, eh? :)

--
- Asbj?rn

lord...@hotmail.com
http://home.sol.no/~bheid/

Re:Artificial inteligence


On 15 Oct 1997 06:02:16 GMT, adam.du...@mail.utexas.edu (Norm) wrote:

Quote
>does anyone know how to do AI in pascal.  i have wrote a pacman program
>that looks really cool minus the ghost :( .  i dont think it is
>possible.  does anyone know?

Funny, calling the ghost in a pacman game 'intelligent'. I assure you there's
nothing intelligent about these creatures, and you don't need any knowledge of
IA, to make very {*word*193} ghosts.

In a pacman game the ghosts are attracted to pacman (your cursor), they only
need to compute which of the possible steps they can make will bring them closer
to the pacman image and select that step. If the game becomes too difficult you
can add some noise to their stepping behaviour.

BTW. Pascal is a general purpose language, this means that you can, in theory,
program anything in it a computer can do, AI included. However, there are better
languages for rule-based AI.

Peter de Jong
wpdej...@worldonline.nl

Re:Artificial inteligence


In article <3445f2a0.1315...@news.worldonline.nl>, wpdej...@worldonline.nl
says...

Quote

>On 15 Oct 1997 06:02:16 GMT, adam.du...@mail.utexas.edu (Norm) wrote:

>>does anyone know how to do AI in pascal.  i have wrote a pacman program
>>that looks really cool minus the ghost :( .  i dont think it is
>>possible.  does anyone know?

>Funny, calling the ghost in a pacman game 'intelligent'. I assure you there's
>nothing intelligent about these creatures, and you don't need any knowledge of
>IA, to make very {*word*193} ghosts.

>In a pacman game the ghosts are attracted to pacman (your cursor), they only
>need to compute which of the possible steps they can make will bring them
closer
>to the pacman image and select that step. If the game becomes too difficult
you
>can add some noise to their stepping behaviour.

>BTW. Pascal is a general purpose language, this means that you can, in theory,
>program anything in it a computer can do, AI included. However, there are
better
>languages for rule-based AI.

>Peter de Jong
>wpdej...@worldonline.nl

I know that there are much better languages (C++), which i am learning right
now.  I wrote this pacman program in high school and people were amazed that
you could do all the graphical things that i did; but they always asked,"Where
are the ghosts?"  Well, the best way i could figure in incorperate ghosts were
to move them during the delay time inbetween movements of pacman.  is there a
better way?  and in resopnse to wpdejong, how would you compute the path that
the ghosts would have to take to "attract" to pacman?  any help would be
appreciated. thanx

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