Re: Mixing Humans and AIs in Real Time Diplomacy (Was: [dipai] Re: Controlling End of Turn)
Mike Barnes <[email protected]> Tue, 27 Oct 2009 19:34:32 -0600
| Newsgroups | gmane.games.diplomacy.judge.dp.discussion |
|---|---|
| Message-ID | <[email protected]> |
Your plan is very ambitious, and also very impressive Good luck. On Sat, Oct 24, 2009 at 2:34 PM, Chris Babcock <[email protected]>wrote: > > > The following is a response to discussion on the dipai group about the > DAIDE method of setting orders as preliminary. I am sending it to > the following distribution lists for the reasons cited: > > dipai - Because the Diplomacy Artificial Intelligence community > is the launch point for this discussion. > > rtdip - Because these are the players who will be the first to > be affected by these developments. > > dpjudge - Because I am very likely to include the chat service > described as the social media context for USPN, my DP Judge > installation,4200 and allow the DPPD as a method for logging > into the chat. There is a high probability of DPJudge 2.0 being > federated with this infrastructure. > > DipWorld - Because this chat service is the cornerstone of my > plan to revitalize the DipWorld community with a supplemental > social context, a replacement for Yahoo-based game rooms and an > automated natural language interface. (The chat server includes > an email interface and the game room metaphor of the service on > asciiking.com is inspired by DW game rooms.) > > DWStaff (closed list) - Because this is a description of plans > that I intimated in my most recent article in the Diplomacy > World 'zine and I want feedback from the rest of the staff as > to how to develop this for future articles. > > Please keep in mind that the two paragraphs below are taken out of > context. They do not reflect the opinion of the original poster or the > DAIDE community towards the RT Diplomacy community, but rather the > importance of preserving the DAIDE software platform's usefulness for > its original purpose. > > > This is DAIDE and we should base the project around the > > development of AIs. Which means fast games, at bot speeds. If we > > slow down bots for the instances when humans 'may' be present, I > > think we are doing the project a disservice. > > > > I would much rather have the aimapper, auto-set NOT(GOF) in the event > > that a message has been received after orders are submitted and GOF > > set by the human. This would put the humans response time on par > > with the bots, and would mean that bots would not need to envoke > > delays for human players that may or may not be present. Slowing > > down bot-bot tournaments as a result. > > I agree with the conclusion although the formulation of the premise may > be awkward. > > The RT and AI communities experience both synergy and conflict. This is > not unusual, unexpected or in any way a bad thing. I am, however, > interested in a roadmap to handle the conflict while preserving the > synergy. > > I think an emphasis on core DAIDE tools that is oriented towards AI > development is a reasonable goal that is in unfortunate conflict with > the long term viability of the RT player community. If this is not > resolved then the RT community associated with DAIDE will continue to > languish and RT playing communities will be established independently > of its efforts, erasing the benefit of those accomodations that have > already been made for RT play by programmers in the AI community. > > I believe that the solution to this problem is for the RT player > community to migrate to a client-server protocol that is not maintained > by the AI community. The client application should offer the salient > benefits of the AImapper in terms of playing experience (i.e. an > interactive map that is integrated with the client) alongside social > networking tools that are feature competitive with general purpose chat > clients. The server should operate in federation with one that > implements the DAIDE protocol and it should implement one or more Open > general purpose protocols for chat, with access to subscribers of major > commercial chat applications a desirable feature. It is also important > that the server operate persistently on reasonably priced hosting plans > and the client software not be constrained to a desktop environment. > > I have identified a protocol, PSYC, and a tool chain (below) that are > capable of serving this role. I am working with the developers involved > to deliver these capabilities for the Diplomacy hobby in general and > the RT community in particular. These are the components: > > Eric Wald's Parlance is a DAIDE server written in Python, which lends > itself to portability and extensibility. Eric has been very responsive. > The DAIDE interface in Parlance was written to an extension proposal > orignally drafted by David Norman to implement multiple concurrent > games on a DAIDE server. Care is taken to make the server compliant with > the behavior expectations set by David's DAIDE implementation while > implementing hooks so that the server can interoperate with other > software. Eric has implemented DPP/0.17 on Parlance, an update to the > text protocol on which the DAIDE language is based, in order to allow > Parlance to work with other chat servers, many of which do not > implement non-text protocols gracefully. Eric will also be implementing > a bridge so that players logged into the Parlance server on the DAIDE > standard port (16713) on asciiking.com can chat and receive presence > updates using the AImapper. > > Psyced - http://www.psyced.org/ - supports PSYC, Jabberâ„¢/XMPP, IRC, > TELNET, HTTP, Applet, SMTP, XML, and RSS natively. I will be providing > a DPP bridge so that the psyced server can operate in federation with > Eric's Parlance server. Federation means applications work together > without forcing others to change the way the work in order to do so. > That means if you have a GoogleTalk identity or a chat client that you > like to use then you can use it with other services that are federated. > The psyced deployment on asciiking.com is already set up to receive > connections from PSYC, Jabberâ„¢/XMPP, IRC and TELNET clients. You can > find instructions at http://usak.asciiking.com/chat/ or connect with > an Applet at http://psyc.asciiking.com/static/ using your web browser. > > Dyskinesia is a chat client for the PSYC protocol written in C++ with > Qt webkit as its GUI toolkit. Qt is the native user interface kit for > Nokia smart phones and it compiles on Windows, MacOS, Linux and > AndroidOS (iDon't, DroidDoes) as well as Nokia's SymbianOS. One of the > features of webkit is that it builds user interface elements using the > same markup, control and formatting languages used in web development, > meaning that the same code used for the web interface with other chat > clients can be loaded inside the chat window for those who use the > native PSYC client. I am working with the lead developer Ketmar - > http://ketmar.no-ip.org/ - to complete this capability. I will be > maintaining the stable Linux release and hosting Windows and MacOS > downloads when the application is feature complete. > > All three of these software components are free and open source. My > contributions will be available under the same terms as the original > programs. That means unrestricted noncommercial use while commercial > implementations of the Diplomacy server must contend with Hasbro/WotC > intellectual property claims and competition from free servers including > asciiking.com, which will continue to operate on a nonprofit, user > supported basis. > > The end result is that players will have many choices to connect with > real time Diplomacy games. The federated structure will allow both the > AImapper and a number of general purpose clients to access both chat and > Diplomacy games. Players with only a browser will be able to play and > chat using a Java Applet and interactive web page. The AImapper will > have the admin message functionality extended by the server and receive > results normally. IRC users will be able to log in using their client of > choice as will those using XMPP and, eventually, other chat protocols. > Those players will receive updates via chat and view results in the > interactive web page. Each client will use native methods of access for > interacting with chat and games, including their own methods for > identifying players. > > Chris > > >