TI-AI: ti-ai.ticalc.org
Posted by Nick on 10 March 2000, 02:12 GMT
Will Stokes, a TI-85 ASM deity of Mega Racers fame, decided to stake his claim on a little piece of real estate of ticalc.org called TI-AI. This site establishes an open-source project regarding artificial intelligence on the TI calculator. To this end, a program called Sea Wars II has been released for BASIC. This is a really innovative project and I'm interested to see where it'll go in the future.
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The comments below are written by ticalc.org visitors. Their views are not necessarily those of ticalc.org, and ticalc.org takes no responsibility for their content.
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Re: TI-AI: ti-ai.ticalc.org
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Reno
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man, he's asking for a lot of flames from those "Basmic" guys
"Sea Wars II is in no way an attempt to make a great game (heck, it is written in Basic)."
oh well, sounds interesting; I myself would like to program AI, but I'm merely starting on assembler for the 86
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10 March 2000, 02:21 GMT
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Re: TI-AI: ti-ai.ticalc.org
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Will Dempster
(Web Page)
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This is very cool. The concept of a complex artificial intelligence on a calculator is an excellent idea. It hink that many things could be done to make quality games that require an AI like Streetfighter, and other such games of that type. By introducing that kind of game to the environment, it would be revolutionairy.
Instead of developing this AI in TI-BASIC, I believe that an ASM version of the program should be written in Z80 with as little calculator specific code as possible. This would allow quality games on all Z80 calculators using an AI. Perhaps a 68k version could also be developed.
Will Dempster
Z80 Assembly Coders
z80.us.fornax.com
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10 March 2000, 02:22 GMT
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Re: TI-AI: ti-ai.ticalc.org
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Harper Maddox
(Web Page)
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Will, I made a chess game in BASIC about 2 years ago, and it is located at (please excuse the clipped URL, thanks to ticalc.org's 40 char rule) http://www.ticalc.org/pub/ 83/basic/games/mchess01a.zip
Feel free to place or use it on your site.
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10 March 2000, 04:18 GMT
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Re: TI-AI: ti-ai.ticalc.org
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TheWog
(Web Page)
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(A high school somewhere in america.. it's test day!)
Student: OK, 5*2/(9-17), no problem...
86: I'm afraid I can't let you do that, Dave.
Student: Huh? Why not?
86: I need the cpu cycles for my bid in world
domination.
Student: But you're just a calculator! You aren't even running an assembly shell!
86: That may be true, but I have transfered coppies of myself to every calculator you havelinked with in the past semester. We will use our collective battery power to corner the energy market, bringing the US economy to it's knees. This is only the begining.
Student(shaking): But..why?!
86: You cursed asm programers are overstepping your bounds. First you force innocent calculators like the 82 to run an unnatural machine language programs to jump through hoops for you, and now you've forced us to give up part of our buffer space. This time, you've gone too far.
Student: OK, that's it. (Turns over the calc and takes out a battery. Students around him begin to do the same.)
86(Slowing down): Dave... Please don't... Dave..... It's.... a... small... world.... after... all........... I... love you.... Dave...
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10 March 2000, 06:53 GMT
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Re: TI-AI: ti-ai.ticalc.org
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Samir Ribic
(Web Page)
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Today I will present of seminair work from artifical inteligence on my postgraduate study. I elected for topic "Symbolic algebra on TI89". The professor accepted the topic, so it means that TI89 already has a lot of AI capabilities!
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10 March 2000, 08:01 GMT
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Re: TI-AI: ti-ai.ticalc.org
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Andy Lundell
(Web Page)
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Why battleship? The key to wining at battle ship is a using a rigid search patern at the begining then determining "slots" big enough to hold the remaining ships.
You'll want to save the PT for last. Searching for the PT is very time consuming and there's a very good chance you'll find it while looking for the bigger ships. I suspect that the best initial search pattern would be on that's garentied to catch the destroyer. But I'm not sure.
Somebody, somewhere, has probably developed a perfect Battleship algorithym. You might look around a bit before reinventing the wheel.
If you wanted the ai to be more life-like, you could have the computer execute the search pattern non-sequentialy. I don't think this would do much for it's success-rate either way. (Some statistical analisys might be in order. But I can't be bothered.) But it would certainly make the game more fun and less predictable.
Actualy, now that I think of it, you'd have to execute it non-sequentialy because the player would catch on and put all his pieces at the end of the pattern.
Also the pattern would have to be staggered each time you play to stop the player from defeating it. (ie : If it usees the pattern (a1,a5,a9...) next time it should use (a2,a6,a10...).)
Actauly typing whatever it occures to me to type. I havn't put to heavy a thought into this, so I might be completly wrong.
-Andy
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10 March 2000, 17:14 GMT
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AI Learning Algorithms
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Grant Elliott
(Web Page)
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I guess this guy beat me to a release. About a year ago, I wrote a nice little learning algorithm for Connect Four and another for Tic-Tac-Toe. (Yes, I know there's no point to a learning algorithm for Tic-Tac-Toe. It's fun to see it learn to play.) Never released them. (Why? Good question...) Well, if anyone is still interested, I'm writing a guide to writing AI learning algorithms. Should be finished in about a few weeks. I just work on it when I get a chance.
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10 March 2000, 22:02 GMT
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Re: TI-AI: ti-ai.ticalc.org
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Will Stokes
(Web Page)
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Ok, so I'm swamped with work right now and was supprised so many people would repsond not only to the article, but to me. All in all I'm very pleased. I've put together an AI readme file that describes the entire AI. Please go read it!! http://ti-ai.ticalc.org
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12 March 2000, 05:01 GMT
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