Re:Game theory article from a professional Starcraft player/...
by andfarm on Monday September 05, 2011 @02:13AM
(#2961359)
It's almost certainly based on the author's experience in Harvey Mudd's CS 151 (Artificial Intelligence) course, in which developing a Mancala AI is a standard project.
Re:Game theory article from a professional Starcraft player/...
by sireat on Monday September 05, 2011 @09:38AM
(#2962154)
I believe Day 9 did indeed get his masters this year from Harvey Mudd. (original article was written 4 years ago)
Re:Game theory article from a professional Starcraft player/...
by eavc on Monday September 05, 2011 @04:38PM
(#2963277)
Masters this year from USC, undergrad at Hervey Mudd.
Re:Game theory article from a professional Starcraft player/...
by andfarm on Monday September 05, 2011 @01:15PM
(#2962768)
Harvey Mudd doesn't have a masters program -- I'm pretty sure he graduated in 2008. I lived across the hall from him at one point. :)
Re:Game theory article from a professional Starcraft player/...
by jamesturn on Monday September 05, 2011 @05:03AM
(#2961646)
Researchers from Berkeley developed a fairly good Starcraft AI engine that combined micro-management, pathing, and overally strategy to win the Starcraft AI competition: http://arstechnica.com/gaming/news/2011/01/skynet-meets-the-...
Re:Game theory article from a professional Starcraft player/...
by rrrazdan on Monday September 05, 2011 @02:38AM
(#2961404)
Yup the strategies described are very primitive and explained quite vaguely. That was the first thing I noticed. You don't make AI to capture the maximum number of pieces and you don't make AI to get only 1 piece advantage. I may be wrong here as I dont know anything about Mancala.
The behavior of AI programming winning by 1 point does exist in real life for Monte-Carlo based agents calculating winning probabilities. You can see it in computer go games.