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authorRobby Zambito <contact@robbyzambito.me>2022-01-22 15:45:37 -0500
committerRobby Zambito <contact@robbyzambito.me>2022-01-22 15:45:37 -0500
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+---
+title: "Using Lisp for Game AI"
+date: 2022-01-22T14:25:47-05:00
+draft: true
+---
+
+The relationship I have had with Lisp until recently has basically amounted to: "It sounds interesting, it seems highly polarizing, and I have no immediate reason to learn it".
+
+It sounded interesting to me because I have heard people describe it as both being very simple, and having features that other languages lack.
+People seem to have very strong opinions, both for and against the use of Lisp.
+Some express a nearly [religious fascination](https://en.wikipedia.org/wiki/Editor_war#Humor) with Lisp, while others express a hatred toward the syntax which is very unfamiliar to those coming from other programming languages.
+
+Last year I started using the [GNU Guix](https://guix.gnu.org/) package manager and operating system, which has given me a reason to start giving Lisp a serious try.
+Guix uses the [GNU Guile](https://www.gnu.org/software/guile/) implementation of Scheme, which has an interesting ability to be embedded in C programs, similar to Lua.
+
+When I was in college I took an AI class, where one of my projects was to implement a game, and make an AI that would play the game.
+The game I chose to implement was [Othello](https://en.wikipedia.org/wiki/Reversi), which my family has played a lot with each other.
+At the time, my go-to programming language was Scala, [so that's what I used to create the project](https://git.robbyzambito.me/robby/othello-ai.git/).
+This project wasn't particularly flexible; to change which AI was used, the user had to modify the code and recompile the game.
+You can see in the main function, [I had some pre-defined configurations commented out so I could easily uncomment what I wanted to use.](https://git.robbyzambito.me/robby/othello-ai.git/tree/src/main/scala/me/robbyzambito/othello/Main.scala)
+
+Since I'm familiar with C, I decided an interesting way to expand my knowledge of Lisp would be to recreate this project using C for the game logic, and using Scheme for the AI.
+I have created this project, it can be found [here](https://git.robbyzambito.me/robby/othello-ai-guile-c.git/).
+
+If you wish to give it a try, you can clone the project using:
+
+```
+git clone https://git.robbyzambito.me/robby/othello-ai-guile-c.git
+```
+
+You can see the dependencies required for building in the `manifest.scm` file.
+If you have the Guix package manager installed on your system (it can be installed on any GNU/Linux distro) you can simply use the `guix shell` command to spawn a shell with the required dependencies.
+When you have a shell with the dependencies, simply run `make` to build.
+You can find the output under the newly created `./bin` folder.
+
+The game works by specifying a script to use for each player as command line arguments.
+If no script is specified for a certain player, the game will prompt for a move from standard input.
+Some example scripts can be found under the [strategies directory](https://git.robbyzambito.me/robby/othello-ai-guile-c.git/tree/strategies).
+
+I encourage you to try writing your own scripts!
+If you write a script that you'd like to share, feel free to either [email me a patch](https://git-send-email.io/), or [get in touch with me however works best](/about) and I will add it to the repository.
+
+My next desire is to create an AI for the game [Rocket League](https://en.wikipedia.org/wiki/Rocket_League) which is implemented in Lisp.
+There is a [community of people](https://rlbot.org/) who create bots for Rocket League, and run tournaments which they compete their bots against each other.
+I think it would be particularly fun to try to make a bot which tries to adapt to the opponents behaviour.
+Given how easy it is to dynamically generate and evaluate code using Lisp, I think it would be interesting to try making the bot adapt to the opponent by continuously building a knowledge bank about the opponents behaviour, and using that knowledge to create or modify strategies to more conistently outplay the opponent.