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January 15th, 2003, 07:04 AM
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Colonel
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Join Date: Jul 2001
Location: Calgary, AB, Canada
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AI the Student
In some FPS games there are such things as AI "bots" who learn as you play with them. I was wondering, is it at all possible to create AIs that LEARN for SE? (SEV?)
They remember grudges.
They have a list of if (enemy uses this) then (use that).
They remember who uses what and try to prepare for them in later games.
They remember who is strong and who is not.
They remember players' defensive style and counter it (again, perharps a set of standard actions for each).
And so on. This would generate enormous-sized script files but i think it would be worth it.
I know there are some programmers out there, is what im suggesting is possible?
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January 15th, 2003, 12:09 PM
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General
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Join Date: Mar 2001
Location: UK
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Re: AI the Student
This would only be possible if Malfador were to code it and put it into the game, or if they were to change the game in such a way that coders can insert advanced AI routines that they actually program themselves (rather than just tweaking a few parameters in text files.)
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January 15th, 2003, 01:01 PM
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Second Lieutenant
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Join Date: Mar 2001
Location: Netherlands
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Re: AI the Student
Quote:
Originally posted by Taera:
In some FPS games there are such things as AI "bots" who learn as you play with them. I was wondering, is it at all possible to create AIs that LEARN for SE? (SEV?)
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Learning AI is possible for every game, though it's too late for SE4, it could happen in SE5, but it usually is a lot of work, to much to be worth it.
Can be added with very little trouble, i think it can be done by tweaking some of the formulas used in the game, and modding the anger settings.
Quote:
They have a list of if (enemy uses this) then (use that).
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It's possible, but it's best to make it as generic as possible, so don't say:
if enemy uses phased shield generators (the component)
then use phased polaron beams (the weapon)
but:
if enemy has phased shields (uses shields components with the ability phased shield generation)
then use phased weapons (any weapon with the skip all shields(?) ability)
This can be done relatively easy, but it has to be in the design from the start.
Quote:
They remember who uses what and try to prepare for them in later games.
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hmm...this would mean the game would have to keep track of different Users?
You could make it so that each ship design is rated in the game, not just by tonnage destroyed, but also by survivabilty, speed etc..
And then replace the worst AI designs, with the best designs from the game.
So in later games they attack you with your best designs from earlier games.
Quote:
They remember who is strong and who is not.
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isn't that already in with scores?
Quote:
They remember players' defensive style and counter it (again, perharps a set of standard actions for each).
And so on. This would generate enormous-sized script files but i think it would be worth it.
I know there are some programmers out there, is what im suggesting is possible?
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I don't think standard actions is the way to go, as you said, the script files would become huge and to difficult to mod.
But the only other way i can think of is a very complex design, which even seems impossible for the big game developers.
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January 16th, 2003, 02:13 AM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
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Re: AI the Student
Quote:
Originally posted by Taera:
They have a list of if (enemy uses this) then (use that).
, is what im suggesting is possible?
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Possible, yes. But crafty humans would learn what threshold is needed to have it make a tech selection, and the switch. Example: attack AI 3 times with phased polaron beams, return home a retro to APB, and attack again to find all AI ships using weaker phased shields.
This is already possible -- if a TDM-Modpack AI is killing you, just make 5 mines at each planet.
The AI, one it loses some ships, retreats until it has minesweepers -- halting it's usual research priority (this is fairly new, pre-gold didn't do this). If the bomus is low, you can have 6-8 turns of breathing time, while the AI gets ready.
Once it no longer sees it's sweepers sweep mines, it sends in it's battleships -- and you can launch more mines just before and suprise it again.
I do wish the AI was smarter vs the needs of the galaxy -- black holes, paths, population movement; but I know I'll always be able to outsmart it.
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