@agentx: AIs succeeding in an AI tournament are not necessarily the ones most funny to play (against as a human). IIRC, on the heavengames AI tournaments of AoK, the finalist "Missionary monkey" could win by monk spamming. (The monk is a unit which could convert an enemy entity to your side.) Very effective but 'lame' from a human point of view. Others used a lawnmower tactique, with the winner being the one with better startup/resource supply. Second, during my AI experiments (AoK, AoM, 0aD) i got the impression many problems of a good AI are computationally hard: The planning part for example, should consider whether some mine site is "hardly accessible" due to natural obstructions and should care to not place a house right in front of it - i had this happen to my test AI on the Acropolis_05 map. Similar problems arise e.g. for towers - in the end, you'd need a kind of "automatic building department" which pre-calculates and updates a city layout plan as the map changes, taking into account future entity walking routes. The ideas about machine learning seem helpful to me in another way: Afaik, for a lot of game-AI problems no 'intelligent' algorithms are known at all, e.g. to decide where to attack enemy territory, when to retreat etc. Additionally, such algorithms had to be realtime-compatible (big problem!). Laconia comes to mind. Currently, i see four practical problems with agentx proposal: According to trac #2322, all AIs now live in a global compartment. So i presume an AI could cheat by patching another AI script away? For machine learning, i presume AIs should have a kind of persistant storage space e.g. to save 'experience' about entities matching up each other in battles, or weights of neural networks. Such 'cookies' might lead to security problems (privacy attack) As far as i got from IRC logs, the AI interface is considered non-stable and might be redesigned completely should performance problems demand so. Some people even suggested rewriting everything in C++, or to a production-system as in AoK. If this is done, it might render all efforts put into Js AIs void. Consider wraitii in an elder discussion : "1 working bot and one sub-par experimental bot are not interesting compared to having one really good bot, I believe.". (Having problems adjusting the link properly, it is in one of the last posts of the thread).@wraitii: Also I'd like to say that since I arrived here, I have seen no-one start serious work on AIs. I'm crafting an AI privately, but at the moment it's more of a collection of tools than a fit, so i didn't want to bother anyone. In case of interest, drop me a PM (i am offline most of the time). @all: I had similar thoughts when asking about the purpose of the AIs. Any comments still welcome. Offtopic: Personally, i like the idea of AI tournaments. Maybe it could be driven even further by providing a 'viral function' where an AI in good condition could split into two independant players - don't know whether this is possible in the pyrogenesis engine. Something similar to bacteria splitting.