Chat GPT and Wargame AI - Printable Version +- Forums (https://www.theblitz.club/message_boards) +-- Forum: The Parade Ground (https://www.theblitz.club/message_boards/forumdisplay.php?fid=2) +--- Forum: General Discussions (https://www.theblitz.club/message_boards/forumdisplay.php?fid=86) +--- Thread: Chat GPT and Wargame AI (/showthread.php?tid=76071) Pages:
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RE: Chat GPT and Wargame AI - parmenio - 05-17-2024 (05-15-2024, 02:35 PM)Elxaime Wrote:(05-07-2024, 09:12 PM)parmenio Wrote:(06-03-2023, 04:00 AM)A Canadian Cat Wrote:(06-02-2023, 11:16 AM)Elxaime Wrote: Maybe I misunderstand what AI/machine learning can and cannot do. But what I was envisioning was something like how they expect AI to tackle coding itself. Initially, you would ask the AI to learn off thousands and thousands of AI v. AI games (eliminating the issue of finding humans to play humans to generate data). Yes, John did have some of that work. However, I refer you back to my previous post regarding IPR. RE: Chat GPT and Wargame AI - Crossroads - 05-17-2024 Artificial intelligence and intellectual property rights are hot topics at the moment. There are many articles about this; here’s one of them: Intellectual Property in ChatGPT - European Commission (europa.eu) Quote:For now and according to OpenAI’s terms of use: As they further elaborate in the article, there isn’t much case law yet, and the situation will likely evolve over the next few years. Regarding the original post, that’s an intriguing aspect. I’m one of the developers behind the Campaign Series games, which continue the code fork John Tiller originally developed for Talonsoft and that was later obtained by Matrix Games. Our lead programmer created a Lua-based Events Engine that communicates with the core C++ engine that runs the game itself. Each time an event takes place on the game map, even if it’s as simple as one unit moving from one hex to another, the Lua Events Engine catches that event. We’ve put Lua code in place, some of which is generic and some manually further instructed on a scenario-by-scenario basis. For instance, it acquires better situational awareness per that said unit in what it just did, and then, often with further die rolls and randomness based on that, an action takes place, or some parameters are stored for determining an action later, possibly even on another game event. Of course, it does not access ChatGPT APIs; it is quite self-sufficient for its own decision-making. But as things continue to evolve, who knows? Based on some data, events, it might make a call to ChatGPT and have it return something the Events Engine can then use on its own behalf. I am certainly very impressed with what the chatGPTs and copilots already have to offer. RE: Chat GPT and Wargame AI - Crossroads - 05-17-2024 And of course, let's hear it for the Github Copilot for Visual Studio IDE. Working with C++ and Lua for the game and with Perl for the plethora of QA scripts we have, this is a godsend, truly is. Edit: more of my Chat GPT / Copilot ramblings availabe here at Matrix Games Forum. |