I’m a computer engineer… don’t waste your time. What he’s saying isn’t credible to anyone familiar with even the general specifications of IBM’s “Deep Blue” machine, and the simplicity of the rules of Chess, compared to merely the movement rules of ASL, and the MUCH MUCH MUCH larger storage storage tree(*)
(*) a tree is a type of data structure which is recursively self-referential in nature, and generally grows at the rate of x^N (x to the Nth power), and therefore has memory and disk storage requirements which grow at such a rate. Deep Blue was juggling the potential moves and counter-moves only 32 pieces, of which 16 (8 on each side) are pawns, and without such counfounding things such as terrain features (roads, grain fields, walls, hedges, elevation changes, steep embankments / cliffs, stream beds, canal/river hexes, enter/exit pillboxes, bridges, etc. Not to mention going up and down staircases, and let alone figuring out the logic of how much or little, and which particular part of the map any particular unit should want within its line of sight (units being used for ambush doesn’t necessarily want to be in a position with large amounts of terrain within its line of sight – only the trip point for the ambush, and the overall killzone.)
I do not for a moment believe that he, who admits at the beginning that he’s NOT a programer, has even considered the sheer number of possiblities that an AI agent would have to be trained on, let alone the hundreds of examples of each that an AI agent needs in training data (as well as BAD examples to score negatively)
Dr Evil… interesting name he chose for himself… When someone tells you what they are, believe it.
He’s shilling for FABLE… which is an AI made for narrative fantasy games like D&D, not tactical historical map-oriented games.
Dr. EVIL (believe it when he tells you what he is) says earlier that one of his sub-projects burned up 3 hours worth of time on Claude Code.
That’s enough tokens to buy a decent used car.
FOR ONE early 1970’s game with very simple rules (about a dozen pages), compared to ASL’s rules which are hundreds of pages long, and just the rules for LEGALITY of moves cover dozens of pages (let alone everything else which helps a player distinguish between a move that improves his tactical situation and one which does not). So, assuming the cost of tokens for Claude Code to run numerous processors in parallel for 3 hours… to come up with code to figure out movement for Tobruk… How many hundreds of thousands of dollars would it take for the several WEEKS needed to do the same for ASL?
And what exactly would be the point of playing ASL, or even Afrika Korps, against an AI rather than a human opponent? I don’t know of any wargamers who are just salivating for the chance to play against anything other than a human opponent.
This entire thread smells like Dr Evil = Shill for FABLE AI.