I recieved the followng feedback:
2a. I think this is a fascinating area of research (although disturbingly Hollwood-esque with A.I. Learning and passing on knowledge). The above paragraph does give a general idea of what you want to achieve, but could benefit from some examples after “possible options” and “inputs” to give early clarification of what you want to achieve. Although, I think such details are explained later on (especially 2c).
2b. You might also want to research the best way to test your implementations , such as a family of characters trying to stop a player or two families competing against each other to achieve dominance.
2c. Since it has such a wide variety of tactics as well as allowing a lot of modifications in your A.I.'s individual personalities, Bomberman would make a good test for you A.I.'s improvements. I made a similar game for my PS2 project and it can get quite complex, especially if you add powerups to be randomly placed around the level. I'd recommend starting to plan and program it now or finding an open-source version that you can use.
Some of the information in this paragraph may be better placed in 2a as - especially the lines about not creating unbeatable A.I.. “Creating balanced but adaptive A.I.” could be considered a focus of the project.
3. You may need to clarify exactly how you are going to define you A.I. as “better”. In the case of Bomberman, would it be the amount of enemies destroyed or how long it can survive? Or would you want to aim for as high a kill/death ratio as possible? If you play against the player, you will have to note that the player's skill will be increasing with each subsequent game. You might also have to arrange testing sessions with volunteers to get as many results as possible.
I think it is an interesting honours subject, with a wide scope for testing. It also has a lot of options for critical analysis through observation of any bizarre behaviour that you A.I. develops and then potentially passes down through the generations. I'd just make sure you don't spend too much time developing Bomberman so that you leave enough time to develop your A.I. to the desired level of complexity.
Tuesday, 14 October 2008
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