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HottentotMoralist


				

				

				
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joined 2026 September 11 12:17:58 UTC

				

User ID: 4605

HottentotMoralist


				
				
				

				
0 followers   follows 0 users   joined 2026 September 11 12:17:58 UTC

					

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User ID: 4605

Recently somebody here, I think @RandomRanger, talked about using AI-as-in-LLM to build AI-as-in-game-opponent.

There is an old simple turn-based game that I've been playing for years, but I have to treat it more as a solitaire, because the computer enemies are frustratingly weak even on the highest difficulty, and it's very uncommon to struggle with a map. Except there is one infuriating quirk, where the enemies gang up on the weaker of the leading sides instead of the strongest, despite the game mechanics being very snowbally, and so the hyenas never even prosper themselves, only make a player's stumble almost never recoverable. (The recoveries are the most memorable matches, though.)

Claude Fable graciously one-shotted a clone of the game for me (and I wasted an embarrassing amount of time playing all the sides by myself) with a prompt that stipulated it should be decoupled enough to support both a human UI and a connection for artificial opponents.

How would I go about producing strong, motivated to personally win opponents? Ideally it would be something like AlphaGo self-playing training, but I'm not sure if that would be feasible on a consumer desktop with a middling GPU.

there's already a semi-viral standalone geopolitics sim out there, where instead of a Paradox style interface, you just say what you, as the leader of a simulated nation, want to do

Any particular reason you declined to include a name or a link?

It's interesting to read the closing paragraphs a decade later, knowing Scott's current views on AI.

Easy, you make them die/retire in pairs.