
This image shows how an array (using the term loosely, not in a data structure
context, although one could implement it that way!) of knowledge is gained from
oneself and others during gameplay. Note how the areas of shared knowledge
overlap. This type of gaming knowledge aquisition raises a few questions.
The first involves a sub-category of public knowledge which can be referred to
as "quasi-public" knowledge. This is knowledge that is public (every player
has access to it) but that is often forgotten by players with imperfect
memories. These players are generally humans (In Go Fish - "Did Bill request
3's once or twice? Did he do it before or after Mary took my 6?") A player
with a perfect memory, such as a well programmed computer, can retain all
quasi-public knowledge and use it to an advantage. In fact, the percent of a
game's public knowledge that can be quantified as "quasi-public" can greatly
affect how effective of a player a computer can be. If a large part of a
given set of public game knowledge is actually quasi-public, then a computer
player has some leverage in gameplay, before processing power and algorithm
design even factor in!
This second image reflects one view of the question of how artificial
intelligence can be acomplished. If the grayed in area represents the goal of
truly intelligent behavior, the interesting question is: "How big of an overlap
should there be?" Or, think of it this way: Humans are very good at recognizing
patterns, i.e. drawing on stored knowledge (experience). Computers are
programmed based on mathematical encodings (logic). How do we make the two
work together? One solution is to program AI programs to use a self-updating
knowledge base, as demonstrated by the Go Fish implementation found
elsewhere on this site. For a note on
how experience can carry over from related games, check here
.
Random notes from the seminar