Discuss Scratch
- King_Nether
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14 posts
CPU block
What about a block that can be either AI or CPU and can go against the player or with the player. So it can make its own choices without the complexity of code.
In short terms, a CPU or AI block can make it easy for Human Vs. Computer chess or checkers without a big line of code.
In short terms, a CPU or AI block can make it easy for Human Vs. Computer chess or checkers without a big line of code.
- DaSpudLord
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1000+ posts
CPU block
How would this work? How would the AI know what to do and what the rules of the game are? How would you define these things? How would you define the abilities of the AI? Would you be able to program special power-ups or other special occurrences in the game? The problem is that each game is different and unique in its own way, and therefore, each game needs its own special AI programmed so that it works with that game. Sorry. No support.
- scrooge200
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1000+ posts
CPU block
How would this work? How would the AI know what to do and what the rules of the game are? How would you define these things? How would you define the abilities of the AI? Would you be able to program special power-ups or other special occurrences in the game? The problem is that each game is different and unique in its own way, and therefore, each game needs its own special AI programmed so that it works with that game. Sorry. No support.
- King_Nether
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14 posts
CPU block
It could read movements or stage layout from the game and use it to create AI or CPU.
It could have built in difficulty.
It could have built in difficulty.
- King_Nether
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14 posts
CPU block
How would this work? How would the AI know what to do and what the rules of the game are? How would you define these things? How would you define the abilities of the AI? Would you be able to program special power-ups or other special occurrences in the game? The problem is that each game is different and unique in its own way, and therefore, each game needs its own special AI programmed so that it works with that game. Sorry. No support.
Remember, AI and CPU doesn't need somebody to control, just something to read.
move (10) steps
If the CPU or AI wanted to do this, they can or not. Kinda like a randomizer, only its a choice to the CPU or AI.
HOWEVER
Its possible to have different types of AI. There has been actual games that has custom AI like LBP and Minecraft.
I want to take this as a request, not a demand. (But I know you know that its a request and didn't say it)
But I think there will be more strong positives then negatives.
- Zro716
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1000+ posts
CPU block
you're basically asking the ST to create a fully conscious and intelligent program that can build other intelligent members.
please tell me you're joking
please tell me you're joking
- DaSpudLord
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1000+ posts
CPU block
XD you're basically asking the ST to create a fully conscious and intelligent program that can build other intelligent members.
please tell me you're joking
I can hear people in the future talking about it now-
“It all started when a group of MIT workers decided to create AI blocks for a kids programming language… And thus began the rule of skynet.”
Last edited by DaSpudLord (Nov. 12, 2015 19:30:45)
- King_Nether
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14 posts
CPU block
you're basically asking the ST to create a fully conscious and intelligent program that can build other intelligent members.
please tell me you're joking
I am not joking, however, I think you got the wrong idea. Like something that can make its own choices In the game.
- TheAwesomeMaster
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1000+ posts
CPU block
you're basically asking the ST to create a fully conscious and intelligent program that can build other intelligent members.
please tell me you're joking
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Seriously though, people need to learn how to build these things on their own. No support.
- gdpr533f604550b2f20900645890
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1000+ posts
CPU block
Sorry, but your idea is too broad to be made into a single block. A Chess-playing AI is probably programmed completely differently than a Goomba or an enemy spaceship. An entire project can be devoted to an AI.
For example, an AI program in another programming language can potentially be made up of many different programs working together, composed of many classes extending or implementing each other and containing members of types from even more classes, as well as so, so many functions calling each other. Considering one function is equivalent to one block, an AI program is too huge for merely a block.
Even a simple AI which can be written as a single function would be hard to implement as a block which can be used widely by many Scratchers. Let's say I program a Chess-playing block. What kinds of arguments would it accept? How would the board be represented? With a list? How about the various pieces? Are they clones, or separate sprites? How the Chess data is represented may vary between Scratchers based on their individual coding styles. Designing such a block which can be easily used by all Scratchers is not feasible.
Also, CPU means Central Processing Unit, and is a part of a computer.
For example, an AI program in another programming language can potentially be made up of many different programs working together, composed of many classes extending or implementing each other and containing members of types from even more classes, as well as so, so many functions calling each other. Considering one function is equivalent to one block, an AI program is too huge for merely a block.
Even a simple AI which can be written as a single function would be hard to implement as a block which can be used widely by many Scratchers. Let's say I program a Chess-playing block. What kinds of arguments would it accept? How would the board be represented? With a list? How about the various pieces? Are they clones, or separate sprites? How the Chess data is represented may vary between Scratchers based on their individual coding styles. Designing such a block which can be easily used by all Scratchers is not feasible.
Also, CPU means Central Processing Unit, and is a part of a computer.
- King_Nether
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14 posts
CPU block
Sorry, but your idea is too broad to be made into a single block. A Chess-playing AI is probably programmed completely differently than a Goomba or an enemy spaceship. An entire project can be devoted to an AI.
For example, an AI program in another programming language can potentially be made up of many different programs working together, composed of many classes extending or implementing each other and containing members of types from even more classes, as well as so, so many functions calling each other. Considering one function is equivalent to one block, an AI program is too huge for merely a block.
Even a simple AI which can be written as a single function would be hard to implement as a block which can be used widely by many Scratchers. Let's say I program a Chess-playing block. What kinds of arguments would it accept? How would the board be represented? With a list? How about the various pieces? Are they clones, or separate sprites? How the Chess data is represented may vary between Scratchers based on their individual coding styles. Designing such a block which can be easily used by all Scratchers is not feasible.
Also, CPU means Central Processing Unit, and is a part of a computer.
Okay, thank you. But consider the following, if the AI had to choose to move forward or backwards, it would choose the best choice for itself.
- Zekrom01
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1000+ posts
CPU block
How would this work? So MIT will make a computer system?
please tell me you're joking
- DaSpudLord
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1000+ posts
CPU block
Yes, but how would it make that decision? What kind of factors would weigh in on its decision to move either forwards or backwards? How would this information be delivered to the AI? We're asking you to think of the actual implementation and usage of the block, but you're too focused on actually getting it to figure out how it would actually be used.Sorry, but your idea is too broad to be made into a single block. A Chess-playing AI is probably programmed completely differently than a Goomba or an enemy spaceship. An entire project can be devoted to an AI.
For example, an AI program in another programming language can potentially be made up of many different programs working together, composed of many classes extending or implementing each other and containing members of types from even more classes, as well as so, so many functions calling each other. Considering one function is equivalent to one block, an AI program is too huge for merely a block.
Even a simple AI which can be written as a single function would be hard to implement as a block which can be used widely by many Scratchers. Let's say I program a Chess-playing block. What kinds of arguments would it accept? How would the board be represented? With a list? How about the various pieces? Are they clones, or separate sprites? How the Chess data is represented may vary between Scratchers based on their individual coding styles. Designing such a block which can be easily used by all Scratchers is not feasible.
Also, CPU means Central Processing Unit, and is a part of a computer.
Okay, thank you. But consider the following, if the AI had to choose to move forward or backwards, it would choose the best choice for itself.
- WooHooBoy
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1000+ posts
CPU block
But what _defines_ the _best choice_? Is its best choice to move forward every time? Is it to move backward? How would it be able to handle a game like chess, where there are so many combinations you can't be sure?Sorry, but your idea is too broad to be made into a single block. A Chess-playing AI is probably programmed completely differently than a Goomba or an enemy spaceship. An entire project can be devoted to an AI.
For example, an AI program in another programming language can potentially be made up of many different programs working together, composed of many classes extending or implementing each other and containing members of types from even more classes, as well as so, so many functions calling each other. Considering one function is equivalent to one block, an AI program is too huge for merely a block.
Even a simple AI which can be written as a single function would be hard to implement as a block which can be used widely by many Scratchers. Let's say I program a Chess-playing block. What kinds of arguments would it accept? How would the board be represented? With a list? How about the various pieces? Are they clones, or separate sprites? How the Chess data is represented may vary between Scratchers based on their individual coding styles. Designing such a block which can be easily used by all Scratchers is not feasible.
Also, CPU means Central Processing Unit, and is a part of a computer.
Okay, thank you. But consider the following, if the AI had to choose to move forward or backwards, it would choose the best choice for itself.
- King_Nether
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14 posts
CPU block
But what _defines_ the _best choice_? Is its best choice to move forward every time? Is it to move backward? How would it be able to handle a game like chess, where there are so many combinations you can't be sure?Sorry, but your idea is too broad to be made into a single block. A Chess-playing AI is probably programmed completely differently than a Goomba or an enemy spaceship. An entire project can be devoted to an AI.
For example, an AI program in another programming language can potentially be made up of many different programs working together, composed of many classes extending or implementing each other and containing members of types from even more classes, as well as so, so many functions calling each other. Considering one function is equivalent to one block, an AI program is too huge for merely a block.
Even a simple AI which can be written as a single function would be hard to implement as a block which can be used widely by many Scratchers. Let's say I program a Chess-playing block. What kinds of arguments would it accept? How would the board be represented? With a list? How about the various pieces? Are they clones, or separate sprites? How the Chess data is represented may vary between Scratchers based on their individual coding styles. Designing such a block which can be easily used by all Scratchers is not feasible.
Also, CPU means Central Processing Unit, and is a part of a computer.
Okay, thank you. But consider the following, if the AI had to choose to move forward or backwards, it would choose the best choice for itself.
Great question, it depends on the situation, if it's gonna lose or die by moving forward, it will move backwards.
And for the chess thing, that was an example. It will try to win the game of chess. It could be smart, but not smart enough to conquer Russia or USA.
Remember playing a game against a computer, thats pretty much what the CPU block does. It's supposed to be a Computer player.
- DaSpudLord
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1000+ posts
CPU block
...
Great question, it depends on the situation, if it's gonna lose or die by moving forward, it will move backwards.
And for the chess thing, that was an example. It will try to win the game of chess. It could be smart, but not smart enough to conquer Russia or USA.
Remember playing a game against a computer, thats pretty much what the CPU block does. It's supposed to be a Computer player.
how would it make that decision? What kind of factors would weigh in on its decision to move either forwards or backwards? How would this information be delivered to the AI? We're asking you to think of the actual implementation and usage of the block, but you're too focused on actually getting it to figure out how it would actually be used.^^^ Yes, but
Building on to what I said, what about knowing what's the enemy and what's not the enemy? How woud the AI be able to know what's good and what's bad? How does it know who it's enemies and who it's allies are? The AI would have to be programmed extremely well to be able to do this without being given any special instructions, so… how would it get those instructions? How would it know what it can and cannot do? How would it know what powers/powerups it has? There is no way that the ST could make an AI smart enough to figure out all of that on its own.
Last edited by DaSpudLord (Nov. 12, 2015 23:37:40)
- gdpr533f604550b2f20900645890
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1000+ posts
CPU block
Sorry, but problems still exist. What is “win?” What is “lose?” These conditions depend on the project, and the project genres which can use an AI is too broad for an exact definition. In Chess, winning is checkm8ing the opposing king and losing is getting checkm8d. In addition, those motivations can be divided into even smaller tasks; the AI must strategize to capture other pieces, and avoid getting captured. What if would it want its own piece to be captured on purpose? In a spaceship game, the AI would be completely different! Remember that computers do not have common sense; they take instructions literally and seemingly obvious steps must be defined at the lowest level.But what _defines_ the _best choice_? Is its best choice to move forward every time? Is it to move backward? How would it be able to handle a game like chess, where there are so many combinations you can't be sure?Sorry, but your idea is too broad to be made into a single block. A Chess-playing AI is probably programmed completely differently than a Goomba or an enemy spaceship. An entire project can be devoted to an AI.
For example, an AI program in another programming language can potentially be made up of many different programs working together, composed of many classes extending or implementing each other and containing members of types from even more classes, as well as so, so many functions calling each other. Considering one function is equivalent to one block, an AI program is too huge for merely a block.
Even a simple AI which can be written as a single function would be hard to implement as a block which can be used widely by many Scratchers. Let's say I program a Chess-playing block. What kinds of arguments would it accept? How would the board be represented? With a list? How about the various pieces? Are they clones, or separate sprites? How the Chess data is represented may vary between Scratchers based on their individual coding styles. Designing such a block which can be easily used by all Scratchers is not feasible.
Also, CPU means Central Processing Unit, and is a part of a computer.
Okay, thank you. But consider the following, if the AI had to choose to move forward or backwards, it would choose the best choice for itself.
Great question, it depends on the situation, if it's gonna lose or die by moving forward, it will move backwards.
And for the chess thing, that was an example. It will try to win the game of chess. It could be smart, but not smart enough to conquer Russia or USA.
Remember playing a game against a computer, thats pretty much what the CPU block does. It's supposed to be a Computer player.
- King_Nether
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14 posts
CPU block
...
Great question, it depends on the situation, if it's gonna lose or die by moving forward, it will move backwards.
And for the chess thing, that was an example. It will try to win the game of chess. It could be smart, but not smart enough to conquer Russia or USA.
Remember playing a game against a computer, thats pretty much what the CPU block does. It's supposed to be a Computer player.how would it make that decision? What kind of factors would weigh in on its decision to move either forwards or backwards? How would this information be delivered to the AI? We're asking you to think of the actual implementation and usage of the block, but you're too focused on actually getting it to figure out how it would actually be used.^^^ Yes, but
Building on to what I said, what about knowing what's the enemy and what's not the enemy? How woud the AI be able to know what's good and what's bad? How does it know who it's enemies and who it's allies are? The AI would have to be programmed extremely well to be able to do this without being given any special instructions, so… how would it get those instructions? How would it know what it can and cannot do? How would it know what powers/powerups it has? There is no way that the ST could make an AI smart enough to figure out all of that on its own.
What about an avoid sensor and a go to sensor. Basically, if the avoid sensor is in the script, it will avoid it, if there is a go to sensor, it will try to go to it.
- gdpr533f604550b2f20900645890
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1000+ posts
CPU block
That wouldn't work well for a Chess AI, because different pieces have different moves; a knight can't simply move around the screen to avoid a queen. Sorry, a one-size-fits-all AI block isn't very feasible....
Great question, it depends on the situation, if it's gonna lose or die by moving forward, it will move backwards.
And for the chess thing, that was an example. It will try to win the game of chess. It could be smart, but not smart enough to conquer Russia or USA.
Remember playing a game against a computer, thats pretty much what the CPU block does. It's supposed to be a Computer player.how would it make that decision? What kind of factors would weigh in on its decision to move either forwards or backwards? How would this information be delivered to the AI? We're asking you to think of the actual implementation and usage of the block, but you're too focused on actually getting it to figure out how it would actually be used.^^^ Yes, but
Building on to what I said, what about knowing what's the enemy and what's not the enemy? How woud the AI be able to know what's good and what's bad? How does it know who it's enemies and who it's allies are? The AI would have to be programmed extremely well to be able to do this without being given any special instructions, so… how would it get those instructions? How would it know what it can and cannot do? How would it know what powers/powerups it has? There is no way that the ST could make an AI smart enough to figure out all of that on its own.
What about an avoid sensor and a go to sensor. Basically, if the avoid sensor is in the script, it will avoid it, if there is a go to sensor, it will try to go to it.
Also, you could probably program such a block yourself with ease.
- King_Nether
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14 posts
CPU block
Sorry, but problems still exist. What is “win?” What is “lose?” These conditions depend on the project, and the project genres which can use an AI is too broad for an exact definition. In Chess, winning is checkm8ing the opposing king and losing is getting checkm8d. In addition, those motivations can be divided into even smaller tasks; the AI must strategize to capture other pieces, and avoid getting captured. What if would it want its own piece to be captured on purpose? In a spaceship game, the AI would be completely different! Remember that computers do not have common sense; they take instructions literally and seemingly obvious steps must be defined at the lowest level.But what _defines_ the _best choice_? Is its best choice to move forward every time? Is it to move backward? How would it be able to handle a game like chess, where there are so many combinations you can't be sure?Sorry, but your idea is too broad to be made into a single block. A Chess-playing AI is probably programmed completely differently than a Goomba or an enemy spaceship. An entire project can be devoted to an AI.
For example, an AI program in another programming language can potentially be made up of many different programs working together, composed of many classes extending or implementing each other and containing members of types from even more classes, as well as so, so many functions calling each other. Considering one function is equivalent to one block, an AI program is too huge for merely a block.
Even a simple AI which can be written as a single function would be hard to implement as a block which can be used widely by many Scratchers. Let's say I program a Chess-playing block. What kinds of arguments would it accept? How would the board be represented? With a list? How about the various pieces? Are they clones, or separate sprites? How the Chess data is represented may vary between Scratchers based on their individual coding styles. Designing such a block which can be easily used by all Scratchers is not feasible.
Also, CPU means Central Processing Unit, and is a part of a computer.
Okay, thank you. But consider the following, if the AI had to choose to move forward or backwards, it would choose the best choice for itself.
Great question, it depends on the situation, if it's gonna lose or die by moving forward, it will move backwards.
And for the chess thing, that was an example. It will try to win the game of chess. It could be smart, but not smart enough to conquer Russia or USA.
Remember playing a game against a computer, thats pretty much what the CPU block does. It's supposed to be a Computer player.
The example about win and lose was not chess. Win I talked about was the exit, lose is dying. So the AI will try to not lose, but infact try to win. If take what I said to a different matter, you may understand what I am talking about.