Re: Machine Takes on Sword Master
Mostly any engine that plays right around a rating of 3000 should do. IIRC, Grand masters play around 2500-2800. How it gets to that strength is an engineering issue, it won't have much impact on a human's odds of beating it. I don't really have any issue with saying competitive sword bots are beyond our current tech. I take more issue with programmed = predictable or a requirement to program infinite knowledge to make a decent sword bot. Programmed only equals predictable if
1) the programmer wants it to
Or
2) you can outthink the machine in it's given specialty
and while a fight may technically have infinite possible movements, Sword Bot doesn't need to treat them as distinct movements. Sticking to actual sword attacks (because I'm too lazy to handle the others), it needs to plot an incoming object at a certain speed and angle, it needs to decide if this object is a threat and then it needs a decision matrix that allows it to respond efficiently without sacrificing any positional advantage needlessly. There's a lot of math involved in multiple parts of the program but once you've done the math (provided you do it right, some programmers are lazy), it can be set to work against any incoming object that your bot is physically capable of responding too. Once you leave pure sword blows, grappling and other issues pop up but these can also be reduced to equations. Long ass, messy equations that hurt my head to think about but still numbers for a processor to crunch.
Originally posted by B. de Corbin
View Post
1) the programmer wants it to
Or
2) you can outthink the machine in it's given specialty
and while a fight may technically have infinite possible movements, Sword Bot doesn't need to treat them as distinct movements. Sticking to actual sword attacks (because I'm too lazy to handle the others), it needs to plot an incoming object at a certain speed and angle, it needs to decide if this object is a threat and then it needs a decision matrix that allows it to respond efficiently without sacrificing any positional advantage needlessly. There's a lot of math involved in multiple parts of the program but once you've done the math (provided you do it right, some programmers are lazy), it can be set to work against any incoming object that your bot is physically capable of responding too. Once you leave pure sword blows, grappling and other issues pop up but these can also be reduced to equations. Long ass, messy equations that hurt my head to think about but still numbers for a processor to crunch.
Comment