HDTenEightyP/NetNews huggingface dataset:
From: pychen@cory.Berkeley.EDU (Peter Y. Chen)
Subject: Re: Computer-Controlled Players (New, Great Thread!)
Organization: University of California, at Berkeley
Date: Sun, 16 Aug 1992 07:18:09 GMT

In article <BsxD9p.Mt8@rice.edu> amitp@owlnet.rice.edu writes:
>In article <Bsx9rB.F6H@news.cso.uiuc.edu>, tmkk@uiuc.edu (Khan) writes:
>|> 
>
>With genetic algorithms, you might run the for GA 10,000 generations (???),
>and you could pick out easy opponents at 3,000, and then medium level ones
>at 7,000 and then the toughies at 10,000.  
>

Think of the potential!  If the players start out with unevolved AI's,
they can train the computer themselves, and maybe they can trade the
AI routine with their friends, so this would be like a pseudo
head-to-head mode.  One more good thing about GA is that the player
"should" never get bored, since he's supposedly playing against different
players every time he plays (assuming evolution continues, not just
stops before the game companies ship the games out).

-- Peter
Newsgroups: rec.games.programmer
From: cprem@marlin.jcu.edu.au (Ross E Milward)
Subject: Re: Computer-Controlled Players - simulated evolution
Organization: James Cook University
Date: Sun, 16 Aug 92 09:29:25 GMT

In article <1992Aug16.071200.10997@pasteur.Berkeley.EDU> pychen@cory.Berkeley.EDU (Peter Y. Chen) writes:
>In article <BswJE8.261@ais.org> draper@ais.org (Patrick Draper) writes:
>>Has anyone tried using genetic algorithms for CCP's?
>		        ^^^^^^^^^^^^^^^^^^
>>
>
>Is this like simulated evolution algorithm?  Please enlighten, I would
>like to know more about this.
>
I think you maybe talking about the same term here, although almost everyone 
tends to use the term 'genetic algorithm (GA)'.  

Genetic algorithms are based on the reproductive algorithms in nature,
and hence it is possible to perform simulated evolution using the GA.
However, simulated evolution usually never just consists of GAs.  Neural 
networks etc are also important.

Back to the original question, I guess it would be possible to use GAs
for CCPs.  The way to do this (IMHO) would be to define a set of
attributes for each CCP and then create a chromosomal representation for
the list of attributes.  If you have a scenario where the CCPs must
survive then work out an evaluation function to calculate which CCPs are
the strongest and hence which move onto the next round in the game.  
It would be quite simple to create new CCPs by crossing over (and
mutating) the attributes of other CCPs.  

So a simple algorithm could be:
1. Create a random population of CCPs with various attributes.
2. Denote a fitness value to each CCP by using some sort of evaluation
   function.
3. Do something with the CCPs
4. Create new CCPs by mating current CCPs.
5. Delete weak CCPs and replace them with the new CCPs.

>-- Peter
>

Ross.

-- 
Ross Milward,   ross@coral.cs.jcu.edu.au, cprem@marlin.jcu.edu.au
Honours Student - Comp. Sci. Dept.,  James Cook Uni, Qld, 4811, Australia.
"The way the rain comes down hard, that's how I feel inside." - The Cure
From: sl859@cc.usu.edu
Newsgroups: rec.games.programmer
Subject: Re: Splitting the Group
Date: 14 Aug 92 09:06:28 MDT
Organization: Utah State University

> The idea of making sure VGA type posts have VGA in the header works fine.
> My kill fill zaps everything w/ VGA/PC/IBM in the header. It's all those
> mode y posts that went by......

 	You know this "inconvenience" has brought tears to my eyes. (sob.)
I weep for thee.  It is so hard to manually skip those messages.  I just 
feel soooooo awful, this compelling argument definately has changed my 
attitude about this whole catastrophe!
						wReam...

P.S.  Am I the only one in this whole group who has the capacity to READ 
the subject headings and SKIP over those that don't interest me.  I have
tried to offer other solutions, but some people just seem so bull-headed
that they won't rest until ALL machine specific posts are eliminated from
the entire World!  Well to you, I stand like a PATRIOT and argue my 
POSTING RIGHTS!!!

:) < --- (disclaimer)
Newsgroups: rec.games.programmer
Subject: more than 256 colors?
From: cdavis@gacvx2.gac.edu
Date: 21 Aug 92 16:35:15 -0600
Organization: Gustavus Adolphus College, St. Peter, Minnesota

In part 5 of the UNREAL demo, it looks like more than 256 colors are
displayed at once (this is the part with the rainbow-like colors).  
Is this true?  If so, how was it done?  I have a few ideas, but I don't
even know if it's possible.  Perhaps if the palette were changed 60 times
a second (every time the screen is refreshed) then the picture would
look half-decent.

Any ideas?

Thanks,

send email to cdavis@gacvx2.gac.edu  
          or  ccd@bohr.phys.ksu.edu
Colin Davis
From: saxena@maxwell.physics.purdue.edu (Virendra K. Saxena)
Newsgroups: rec.games.programmer
Subject: Sounblaster Development Kit
Date: 20 Aug 92 04:36:03 GMT


	Hello.  I am thinking of getting the devloper's kit but I was wondering
	what some of the features are.  Are there any licensing fees?  
	Can I use it with shareware??(I ordered the Voyettra Multimedia Player  
	and later found that I cannot use it with Shareware programs).

		Deepak
From: cyberman@toz.buffalo.ny.us (Cyberman)
Newsgroups: rec.games.programmer
Subject: Re: vga, retraces, and dm
Date: 14 Aug 92 00:41:09 GMT
X-Maildoor: WaflineMail 1.00r


     -=> Ross Ridge spoke of "Vga, retraces, and dma" <=-
    To All at 08-11-92  13:00
 RR> Enough!!!  This is rec.games.programmer, if you want to get into
 RR> technical discusions about VGA cards, DMA or IRQs for IBM PC's then
 RR> take it to comp.sys.ibm.pc.hardware or comp.os.msdos.programmer.  99%
 RR> of the babble here lately has nothing to do with game programming
 RR> anymore, it's just stupid questions and stupid answers about PC
 RR> hardware.

I agree they aren't "game programing".  However they are part of
game programing.  The interupt issue is out of hand true :).

        Stephen Cyberman@Toz.Buffalo.NY.US
        Scripted at Thu  08-13-1992  15:29:21

... Proofread carefully to see if you any words out.
--- Blue Wave/QWK v2.10
            
Newsgroups: rec.games.programmer
From: t-kirkb@microsoft.com (Kirk Baum)
Subject: Re: inappropriate postings [was Re: VGA, Retraces, and DMA]
Date: 18 Aug 92 06:11:28 GMT
Organization: Microsoft Corp.

It is true that other topics should and may be discussed in this news
group.  However, these topics are obviously important to many people.
All discussions come and go.  If you don't like what is being discussed
then start something else instead of whinning about the current discussion.
This news group has always dealt with all aspects of games, this may
include hardware specific things.  There are many fun games that do not
require knowledge of VGA, DMA, or interupts but the latest and best games
that people are interested in do.  I have learned a lot from these topics
and so have many others.  As the topic becomes old people won't respond
as much.  I do agree that a lot of people rehash the same idea but that's
what these news groups are all about.  Technical books don't even come
close to teaching most of the topics discussed here.  The best way to learn
is from people that know already. I rarely hear any discusion about games
on other platforms besides DOS.  Either they don't need as much help or
they go elsewhere.  It may be that there are just a lot more DOS based
machines than other types.

Kirk
From: sl8nl@cc.usu.edu
Newsgroups: rec.games.programmer
Subject: Re: Splitting the Group
Date: 18 Aug 92 16:58:31 MDT
Organization: Utah State University

>    alt.msdos.programmer ?

Probably better worded as alt.msdos.gaming.programmer

Josh
Newsgroups: rec.games.programmer
From: mike@ftp.com (Mike Chapman)
Subject: Re: Help *.*
Organization: FTP Software
Date: Fri, 21 Aug 1992 14:20:38 GMT



   >mike@ftp.com (Mike Chapman) writes:
   >Why don't you just ask everyone to write your whole program for you?

>Because unlike Mike Chapman, who writes all programs from scratch using
>a soldering iron with the top off his Apple IIe, this person perhaps thinks
>it is sensible to learn from the experiences of others.  As for posting
>multiple messages - that is the PERFECT way to post such questions.  What
>would you rather - all under the same subject line "HELP", and have 5 
>threadsunder that subject?
>--
>Warwick
>[Of course, Mike Chapman might just think that hus humour is Above smilies]


   Well, for all you humor impaired folks here they are :) :) :)...


Enough for you... I just saw all those posts in a row and had to say 
something...

Mike
mike@ftp.com
From: tmkk@uiuc.edu (Khan)
Newsgroups: rec.games.programmer
Subject: Re: Split screen mode: Why? (was Re: 320x400 question)
Date: 12 Aug 92 13:00:53 GMT
Organization: University of Illinois at Urbana


In article <bytor.713564132@milton> bytor@milton.u.washington.edu (Jill Patterson) writes:
>dmb@wam.umd.edu (David M. Baggett) writes:
>
>>In article <Bsts4L.15r@news.cso.uiuc.edu> tmkk@uiuc.edu (Khan) writes:
>>You're right, it wouldn't exhibit any more than drawing to a full
>>screen.  But it also wouldn't exhibit any less.  Hence: what's the
>>advantage?  You have to double buffer, whether you're using full-screen
>
> The advantage comes from the extra video memory you save by not having
>to allocate a second page area for the status display.  This also allows
>for the double buffered area to be flipped faster, since less of it will
>need to be displayed.
>
>         +-------------+
>         |             |
>         |             |  <- Double  buffered area
>         |-------------|
>         | Status Line |
>         +-------------+
>
>   The extra video memory can be used for sprite storage for use in
>   fast video to video copies.

That's yet another advantage. (Wish I'd thought of it ;-)

BTW, I double checked the Game Bytes mag (issue #2), and it IS Wolf 3D which
uses a split VGA screen. The situation is exactly as you've diagrammed
above. As for the flicker an earlier poster feared would result, Wolf 3D
has no apparent flicker, at least on my monitor. One way to insure a
flicker-free display is to only update the (always visible) status
portion during the vertical blank.
Newsgroups: rec.games.programmer
Subject: Help : Graphics Formats
From: ebolog@elaine.ee.und.ac.za (EDWIN BOLOGNA : THIRD)
Date: 20 Aug 92 13:41:37 +0200
Organization: Electronic Eng., Univ. Natal, Durban, South Africa


Does anyone out there happen to have PAS, C, or ASM source code to decode
.GIF, .PCX, .FLI, .GL, etc. graphic formats.

Any information at all on any of these formats will be greatly appreciated.

        Desperate fellow programmer (And very Greatful for any information)

                E.B. (EBOLOG@ELAINE.EE.UND.AC.ZA)

PS : Please be kind hearted and Assist !
Newsgroups: rec.games.programmer
From: jczhelp@tamuts.tamu.edu (John Zurawski)
Subject: Re: PC VGA: Unreal Demo
Organization: ~/lib/organization
Date: Sun, 16 Aug 1992 02:58:07 GMT

In article <1992Aug15.202346.5691@u.washington.edu> kludge@u.washington.edu writes:
>  Ok, everyone, drop what you're doing, FTP to wuarchive.wustl.edu, and
>grab unreal.zip from pub/MSDOS_UPLOADS.  It's... impressive... to say the
>least.
>  The texture-mapping part is great - in one place they map some guy's
>face to a square and warp it around - now I'd like to see what kind of
>modified Bresenham algorithm did *that*!  :)
>  They also managed to (on a SoundBlaster Pro) play ~20 voices of music
>in the background.  Anybody have any idea how they were able to get it to
>run so quickly?
>
  Don't forget to mention that a 386+ is required!  Most of the effects
are very nice and only seen on the Amiga before.  My favorite is the
transparent sinus balls "Apparently this is possible".

I wish someone would ftp the rest of the ASSEMBLY '92 demos.  I only
have a few of them.
From: cprem@marlin.jcu.edu.au (Ross E Milward)
Subject: Re: Computer-Controlled Players - simulated evolution
Organization: James Cook University
Date: Mon, 17 Aug 92 00:34:02 GMT

In article <Bt3G69.5Cp@dptspd.sat.datapoint.com> dscharfe@dptspd.sat.datapoint.com (David Scharfe) writes:
>In article <1992Aug16.092925.9261@marlin.jcu.edu.au> cprem@marlin.jcu.edu.au (Ross E Milward) writes:
>>>Is this like simulated evolution algorithm?  Please enlighten, I would
>>>like to know more about this.
>>I think you maybe talking about the same term here, although almost everyone 
>>tends to use the term 'genetic algorithm (GA)'.  
>>[deleted]
>>Back to the original question, I guess it would be possible to use GAs
>>for CCPs.  The way to do this (IMHO) would be to define a set of
>>attributes for each CCP and then create a chromosomal representation for
>>the list of attributes.  If you have a scenario where the CCPs must
>>survive then work out an evaluation function to calculate which CCPs are
>>the strongest and hence which move onto the next round in the game.  
>
>Might it be possible to let the CCPs determine which are strongest
>by pitting them against each other?  In other words, perform steps
>2 and 5 below through battle (a true Klingon way of thinking :^) )
>
Yep, I guess that would be possible.  It depends on how/when you decide to
define the fitness value.  You could probably incorporate your
suggestion into the evaluation function.  I was initially thinking 
that CCPs with high strength, high intelligence, good armour etc will 
have a good fitness function and will be likely to continue into the next 
generation.  Depending on the outcome of the fight, the fitness score could 
then be adjusted.  For example the loser's fitness score will decrease due
to losing strength and health while the winner's score will increase
due to experience/confidence.

>>It would be quite simple to create new CCPs by crossing over (and
>>mutating) the attributes of other CCPs.  
>>
>>So a simple algorithm could be:
>>1. Create a random population of CCPs with various attributes.
>>2. Denote a fitness value to each CCP by using some sort of evaluation
>>   function.
>>3. Do something with the CCPs
>>4. Create new CCPs by mating current CCPs.
>>5. Delete weak CCPs and replace them with the new CCPs.
>
>I hope this question is not too silly; my knowledge of this branch
>of computing is essentially nil...
>
No, it was quite a good point.

>Dave

Ross.
-- 
Ross Milward,   ross@coral.cs.jcu.edu.au, cprem@marlin.jcu.edu.au
Honours Student - Comp. Sci. Dept.,  James Cook Uni, Qld, 4811, Australia.
"The way the rain comes down hard, that's how I feel inside." - The Cure
Newsgroups: rec.games.programmer
From: goss@micor.ocunix.on.ca (Timothy D. Goss)
Subject: Splitting the Group
Organization: M.B. Cormier INC., Orleans (Ont)
Date: Thu, 13 Aug 1992 13:18:13 GMT

Splitting the group is not a good idea.  Those of us who enjoy reading both
types of discussions will lose and so will the rest of you because some 
possibly interesting discussions will not be seen.  The only solution is to
modify your subject line with PC/AMIGA/ATARI or whatever people are using.

BTW since the majority of readers of this group are PC users and PC's 
represent the largest percentage of micros world wide, why should we leave?
Why not kick out the few whining AMIGA/ATARI/COMMODORE users...  Face it 
folks you are out numbered and your opinions mean squat.  The majority rules
in all situations.  I am not saying that PC's are the only or the best choice
for game programming (they are NOT) but they are where the REAL money is
right now and money speaks.  The more money to be made the more popular the
platform will become.  Game companies are pumping out new products fast and
furious and the PC is one of the major targets...

Instead of wasting valuable bandwidth flaming each other lets get on with
the discussions be they hardware related or not.  Take a few minutes to 
learn about kill files and stop whining...  You know who you are...

 +----------------------------------------------------------------------------+
 |         _   /|                                                             |
 |         \'o.O'	    We the unwilling, led by the unknowning,          |
 |         =(___)=          are doing the impossible for the ungrateful.      |
 |            U             We have done so much, for so long, with so little |
 |     Timothy D. Goss      we are now qualified to do anything with nothing. |
 | goss@micor.ocunix.on.ca                                                    |
 +----------------------------------------------------------------------------+
Newsgroups: rec.games.programmer
From: wyman@rtsg.mot.com (Mark S. Wyman)
Subject: Re: Computer-Controlled Players (New, More Appropriate Thread)
Organization: Motorola Inc., Cellular Infrastructure Group
Distribution: na
Date: Thu, 13 Aug 1992 22:29:40 GMT

draper@ais.org (Patrick Draper) writes:

>Has anyone tried using genetic algorithms for CCP's?

>I'll bet you have to play thousands of games to train a good one, unless you
>prime the pump with abover average players first.


>Any comments?

From my understanding of genetic algos, wouldn't this require really
time intensive calculations?  

Mark Wyman
(Go Blue!!)
Newsgroups: rec.games.programmer
From: bjoerns@stud.cs.uit.no (Bjoern Stabell)
Subject: Re: Splitting the group
Organization: University of Tromsoe, Norway
Date: Fri, 21 Aug 1992 12:16:37 GMT

In article <5774@vexpert.dbai.tuwien.ac.at>, mst@vexpert.dbai.tuwien.ac.at (Markus Stumptner) writes:
] From article <1992Aug20.183455.7424@news.uit.no>, by bjoerns@stud.cs.uit.no (Bjoern Stabell):
] > Seriously, even if there WERE a majority of PC owners [...]
] > would that give them the right to post PC related issues on any
] > group?  Nah, you can do better than that.
] 
] Right, by pointing out that you chose to conveniently ignore the fact
] that this discussion broke out over PC hardware specific questions on
] game programming in a group about (surprise) game programming.
] Nobody's talking about "any group".  Rest assured that Amiga groups
] will remain untainted by that kind of post.

But people don't have a POSTING RIGHT as was stated before (it sounded like
the author really thought he had the right to post anything anywhere).  I
won't (once again) repeat the arguments for posting these issues to a more
suiting group (comp.sys.ibm.pc.programmer or comp.sys.ibm.pc.hardware).
Also, I'm not ignoring the fact that this discussion broke out over PC
hardware specific questions, I'm simply saying that those postings had more
to do with PC hardware programming than with games theory.

*sigh*  This is not going anywhere. :(


Best regards,
-- 
                                                  Bjoern Stabell
                                                  University of Tromsoe
                                                  (+47) 83 44 053 / 83 75 164
                                                  bjoerns@staff.cs.uit.no
From: pcellik@axion.bt.co.uk (Peter SPHINX Cellik)
Newsgroups: rec.games.programmer
Subject: Re: The miracle solution to IBM Freakouts and IBM love triangles!
Date: 13 Aug 92 08:34:29 GMT
Reply-To: pcellik@axion.bt.co.uk (Peter SPHINX Cellik)
Organization: British Telecom Research Labs


In article <1992Aug13.000045.58114@cc.usu.edu>, sl859@cc.usu.edu writes:
|> Perhaps a solution to the IBM specific questions is a simple 
|> practice of netiquette?  If someone wants to know a hardware
|> specific question feel free to ask it, but then ask for replies
|> via Email...  Then when the discussion has worn down post 
|> all your discussions up for all those who are interested in
|> your findings...  It is supposed to be a common practice, but
|> no one uses it, cuz it is awfully simple post a reply, but I
|> believe Email is a pretty easy way to solve it?!

Doesn't this remove the ability for multiple people to tackle
a problem or question?  The initial poster will have to redirect
arguments from one responder to another.  The real reason for
the net is to have many-to-many discussions, not one-to-many.

The olymics is over, put out the flame.

    SPHINX

====================================================
=== Kill others only if you wish to be killed.   ===
===                                       SPHINX ===   
====================================================
Newsgroups: rec.games.programmer
From: jerry@connection.prospect.com (Jerry Shekhel)
Subject: VGA PC: Multiple pages in Mode 13h?
Organization: Molecular Simulations, Inc.
Date: Mon, 17 Aug 1992 17:34:18 GMT
X-Posted-From: connection.prospect.com
X-Posted-Through: sol.ctr.columbia.edu

Hello.  I'm very new to PC programming, and I'm wondering if it's possible
to have multiple pages in Mode 13h in a way that works on all VGA's.  I can
see how I can start the display at any address, but I can't see a way of
writing to a different page in Chain4 mode.  Since the lowest two address
bits determine the video plane, there's no way to specify the upper two
address bits, and I assume that they're always 00 in Chain4 Mode.  Is there
a way to change this?
--
+-------------------+-----------------------+--------------------------------+
| Jerry J. Shekhel  | Molecular Simulations | Time just fades the pages      |
| Drummers do it... | Inc.  Waltham, MA USA | in my book of memories.        |
|    ... In rhythm! |     (617) 890-2888    |              -- Guns N' Roses  |
+-------------------+-----------------------+--------------------------------+
|           ...! [ princeton mit-eddie bu sunne ] !polygen!jerry             |
|                            jerry@polygen.com                               |
+----------------------------------------------------------------------------+
From: cd2a+@andrew.cmu.edu (Court Demas)
Newsgroups: rec.games.programmer
Subject: New Hobbes Library Available
Date: 18 Aug 92 04:52:24 GMT
Organization: Sophomore, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA


A new version of my Hobbes Graphics Library is currently available.  It
supports planar VGA ModeX modes 320x200x256, 320x240, 320x400, and 360x480.
Quick feature list:
virtual/splitscreen panning/scrolling
pixel/line/rectangle/circle/ellipse/triangle primitives
above with any or all of fill/clip/pattern
PCX read/display
simple text
abrash-style bitblts
other tidbits
coming soon:
mouse support
better text
fade in/out


The library is still in 'alpha', and is currently only available from me
directly uuencoded (if it's a problem send me mail and we can work something
out).  Full source and binaries are available.  If you would like to receive
the latest version, REGARDLESS of whether you were on 'the list' or not, send
me mail.  Please state:
1) Preferred AND alternate mailing address
2) If you want source/binaries/both
3) If you want updates as they become available (every few weeks)

Comments/critiques/questions are all very welcome..

-court
court+@cmu.edu


[btw- the Sprite library is still in the works, but coming soon]