Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!hellgate.utah.edu!caen!sdd.hp.com!think.com!mintaka!snorkelwacker.mit.edu!shelby!agate!ucbvax!vax.oxford.ac.uk!POPX From: POPX@vax.oxford.ac.uk (Jocelyn Paine) Newsgroups: comp.ai Subject: Games for programmed players Message-ID: <9102062219.AA18294@ucbvax.Berkeley.EDU> Date: 6 Feb 91 16:00:00 GMT Sender: daemon@ucbvax.BERKELEY.EDU Lines: 63 Newsgroups: comp.ai Subject: Games for programmed players Summary: Expires: Sender: Reply-To: popx@vax.ox.ac.uk (Jocelyn Paine) Followup-To: Distribution: comp.ai, comp.simulation Organization: Experimental Psychology, Oxford University, UK. Keywords: The AI magazine published, in Autumn 1983, an article called "Knowledge Programming in Loops", by Mark Stefik, Daniel Bobrow, Sanjay Mittal and Lynn Conway. This described an experimental course at Xerox Parc about building expert systems in Loops. The course was centered round a game called "Truckin'" in which the players drove lorries round a board populated with shops. To win, you had to get to the end of the board, having bought and sold from the shops in such a way as to make more profit then any other player. Or to be exact: your _player_ had to do this. _Your_ job was to program your player, using expert system techniques, so as to make it win. Things were made more interesting by features designed to cause goal conflicts. For example, if your lorry drove quickly over a bumpy road, it might damage its load; but if the load was perishable, it would go off if not delivered quickly. There were highwaymen, robbing from lorries that passed too slowly; and weighing stations, fining lorries which went too fast or were too heavy. Ineptly programmed lorries would reveal themselves in various ways: "A player may be racing to Alice's Restaurant [the final stop]. One move before the game ends it is unable to resist a business 'opportunity' and doesn't make it to Alice's. A player may go to the closest place to sell goods, even if that's the City Dump, which unfortunately pays a 'negative price'. A player may become focussed on a tight producer/consumer loop, making money faster than any other player on the board. If it is programmed to only buy fuel from stations along its route, but there is no petrol station in the tight loop, the team will watch anxiously as the fuel gauge drops lower and lower. A player may try to park next to Alice's Restaurant near the end of the game, even if it happens to be the Union hall, which confiscates all goods and cash." All this comes from the original paper, and I've described it in case anyone wants to take up the idea for teaching. I would like to ask whether anyone else has designed such games, or if anyone knows references to them. I'll summarise replies to the net. Somebody mentioned a game called "Robot Wars" (_not_ Core Wars, which is the one in which machine code programs fight it out) but I've been unable to trace it. I'd also like to ask for the E-mail address of the authors, so that I can ask for more details about the rules of Truckin'. Jocelyn Paine ( POPX @ UK.AC.OX.VAX )