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The next best AI we will see in TBS/RTS gaming will randomly select one of several multiple personalities this will make it difficult to determine what the AI opponents will be doing. This type of AI will also be modable allowing gamers and programmers to improve existing AIs and even create new AI personalities. Any game will have much fewer complaints on AI opponents if modding is available allowing them to continously evolve.
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I agree completely. I have been writing AI scripts for Age of Kings and Star Wars Galactic Battlegrounds for several years. For anyone into SWGB here is a
link to my AI's home page. It has been a popular AI among SWGB random map players for some time.
I avoided using any real diplomacy with it since it is a RTS game and the engines capabilities are quite limited in that respect anyway, but it does respond and chat to allies and enemies with a fair bit of variety.
It uses a series of randomly selected strategies based on map type, resource levels, and civilization selected. It will also adjust its strategies according to changing circumstances. The scripting language and AI engine is basically just a state machine, but it can create some pretty cool results.
Anyhow, my point is that if the scripting language is kept pretty simple and straight forward, and it gives the scripter the ability to influence unit selection, access to what the AI can "see", and the ability to do through commands anything that the human player can, a lot of potential is unlocked.
