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

Knapp magick.crow at gmail.com
Thu Mar 5 15:28:59 CST 2009


On Thu, Mar 5, 2009 at 10:09 PM, Hal <alaconius at roadrunner.com> wrote:
>> -----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.

Dude, can you play Chess? Want to play me in a game of go, assuming
you have never played? I don't want to play you because you would not
be worth playing.

And there is a game like that. I wish I could remember the name of it.
It can play any game and you can teach it rules and then it can beat
you. Ah, I found it, called Zillions Of Games.
http://www.zillions-of-games.com/IntroducingZ2.html
BTW it sucks at Go.

As you can see, AI can do these things NOW. So GURPS with an eye to
future hard SF should have some really smart and creative AI ships and
robots.

-- 
Douglas E Knapp

Why do we live?


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