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Subject: Re: Simple AI Game Improved

Author: Tim Foden

Date: 09:12:05 07/27/03

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On July 27, 2003 at 08:34:10, Ricardo Gibert wrote:

>On July 26, 2003 at 18:23:31, Graham Laight wrote:
>
>>Finally, I got around to doing what I've been promising to do for a long time.
>>
>>Since nearly everyone who plays my matching pennies game chooses to have 49
>>goes, I've tuned the pattern recogniction algorithm to work best at this level.
>>You should now find it noticeably harder to beat than it was before.
>>
>>http://mysite.freeserve.com/grahamlaight/jscript/GuessWhichHand.htm
>>
>>Have fun - and don't forget to post your game records here, please!
>>
>>Take care,
>>-g
>
>Such programs try to take advantage of non-random play of the opponent. In order
>to do so, it must also play in a non-random way. This leaves it vulnerable to a
>sophisticated opponent. The more aggressive the program is in taking advantage
>of non-random play, the more non-random its own play must be and the more
>vulnerable it is.
>
>For example, someone posted a link on a usenet group to precisely the same game
>you tackle. The programmer even dressed it up a bit with a high scores list.
>This had the desired effect of encouraging participation.
>
>Unfortunately, the program was very agressive to the point of being completely
>deterministic. A number of jokers realized this and worked out the precise
>sequence required to win with a nearly perfect score! I was one of them, but not
>as patient as some of the others at working out a really long sequence that won
>consistently.
>
>Interestingly, despite this going on, there were enough unsophisticated players
>to give the program a very comfortable plus score overall. It seems the
>sophisticated players were too few in number to really hurt it. Kind of the same
>situation as in Las Vegas and the BlackJack card counters.
>
>I did not do a lot of testing, but I think your program does not seem to be very
>aggressive. It can't be taken advantage of as ruthlessly as the aforementioned
>program, but I'm not sure if this is really the best way. Maybe the best way is
>to rely on the much greater abundance of unsophisticated players.
>
>It would be interesting to compare both approaches on a large pool of players.
>It may be best to be aggressive, but not so aggressive that it becomes easy to
>join the sophisticated group of players. Ruthlessness should require hard work!

Maybe it would be interesting to have a program that is very aggressive, but
detects when this is failing (e.g. say, score worse than 3/10), and then
randomly changes to a less aggressive algorithm (of which it may have more than
1).

Cheers, Tim.



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