[gurps] AI's in GURPS (was Failing autopilots and RVO)

Hal alaconius at roadrunner.com
Thu Mar 5 15:09:05 CST 2009


> -----Original Message-----
> From: gurpsnet-l-bounces at sjgames.com 
> [mailto:gurpsnet-l-bounces at sjgames.com] On Behalf Of Knapp
> Sent: Thursday, March 05, 2009 3:59 PM
> To: The GURPSnet mailing list
> Subject: Re: [gurps] AI's in GURPS (was Failing autopilots and RVO)
> 
> > What is creativity as far as GURPS goes?
> 
> That is a great question, period, even without the GURPS bit!
> In is right in there with what is intelligent.
> 
> A modern Monti Carlo based go program comes up with moves 
> that no human or computer has ever played before and it will 
> not play those same moves again, yet they are good moves. Is 
> that creativity?


Nope.  :)

And I'll tell you why.

Creativity would come into play had someone created a program that accepts
as input, the rules for Go, but is designed to play chess.  Creativity would
come into play, if it could play the game of Go, having originally been
built for Chess, but based upon the input on the rules for GO, is able to
play GO.



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