Discuss Scratch

King_Nether
New Scratcher
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.


DaSpudLord
Scratcher
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
Scratcher
1000+ posts

CPU block

DaSpudLord wrote:

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
New Scratcher
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.
King_Nether
New Scratcher
14 posts

CPU block

DaSpudLord wrote:

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
Scratcher
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
DaSpudLord
Scratcher
1000+ posts

CPU block

Zro716 wrote:

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
XD
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
New Scratcher
14 posts

CPU block

Zro716 wrote:

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
Scratcher
1000+ posts

CPU block

Zro716 wrote:

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

Haha, yup.

Seriously though, people need to learn how to build these things on their own. No support.
gdpr533f604550b2f20900645890
Scratcher
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.
King_Nether
New Scratcher
14 posts

CPU block

Chibi-Matoran wrote:

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
Scratcher
1000+ posts

CPU block

How would this work? So MIT will make a computer system?

Zro716 wrote:

please tell me you're joking
DaSpudLord
Scratcher
1000+ posts

CPU block

King_Nether wrote:

Chibi-Matoran wrote:

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.


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.
WooHooBoy
Scratcher
1000+ posts

CPU block

King_Nether wrote:

Chibi-Matoran wrote:

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.


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?
King_Nether
New Scratcher
14 posts

CPU block

WooHooBoy wrote:

King_Nether wrote:

Chibi-Matoran wrote:

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.


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?

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
Scratcher
1000+ posts

CPU block

King_Nether wrote:

WooHooBoy wrote:

...

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 wrote:

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.
^^^
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
Scratcher
1000+ posts

CPU block

King_Nether wrote:

WooHooBoy wrote:

King_Nether wrote:

Chibi-Matoran wrote:

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.


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?

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.
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.
King_Nether
New Scratcher
14 posts

CPU block

DaSpudLord wrote:

King_Nether wrote:

WooHooBoy wrote:

...

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 wrote:

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.
^^^
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
Scratcher
1000+ posts

CPU block

King_Nether wrote:

DaSpudLord wrote:

King_Nether wrote:

WooHooBoy wrote:

...

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 wrote:

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.
^^^
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.
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.

Also, you could probably program such a block yourself with ease.
King_Nether
New Scratcher
14 posts

CPU block

Chibi-Matoran wrote:

King_Nether wrote:

WooHooBoy wrote:

King_Nether wrote:

Chibi-Matoran wrote:

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.


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?

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.
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.

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.

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