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Can you explain a little about why / how you modeled a battle simulation in Prolog? To me, the most natural approach is simply a time-stepped battlespace model
by CoastalCoder 3y ago
Can you explain a little about why / how you modeled a battle simulation in Prolog?
To me, the most natural approach is simply a time-stepped battlespace model. With event uncertainty (e.g., did the bullet hit its target?) modeled as random draws that get baked into the outcome.
- mark_l_watson 3y agoHonestly, that was almost 40 years ago and the details escape me. I do remember that it was not a fine detail model. I think some ‘experts’ in my company wrote up how they solved certain problems and I tried to capture that. I might have used OPS5 in the Common Lisp prototype. I (in hindsight) wasted a lot of time back then on symbolic AI that didn’t scale, and not enough time with neural networks. I was on a DARPA neural network advisory panel in the mid 1980s and I had a few good wins using NNs.
- crq-yml 3y agoMy speculative reaction: Prolog offers a way to describe an AI "commander" that can make plans that optimize for many units simultaneously. This technique is often used in strategy games, not usually with Prolog itself but using similar hand-written planner algorithms in tandem with FSMs. One of the downsides of this approach where it appears in games is that it results in unit behaviors that look robotic and overly micromanaged, often using tactics similar to early computer chess AI.