I'd love to see Soren's efforts to make an AI for SMAC though. It would be impressive - he could probably even teach the AI to exploit crawlers too.
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When do you PWN the AIs in an SP game?
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Skanky, if you like we can have a game, and I'll be the "Ai" for you...
-Jam1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
Taht 'ventisular link be woo to clyck.
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Don't be afraid of him. He is not unbeatable.Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski
Grapefruit Garden
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Be unpredictable. That is the key to your victory.Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski
Grapefruit Garden
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It usually depends on the map size. If the map is small, I usually beat the crap out of anyone near me as soon as I can, so I usually have a pretty good lead from the beginning. If I'm playing on a larger map, I just work on expansion and usually fall behind the AI a bit.
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Don't be afraid of him. He is not unbeatable
-Jam1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
Taht 'ventisular link be woo to clyck.
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Originally posted by Trithemius
And vastly harder to program, as I understand it.
(I'm not an artificial intelligence expert, but some of my best friends are... :P).
Look at how the RTS crowd handles it. They make a AI that is as close to perfectly efficient as possible then they use the difficulty slider to reduce the amount of clock cycles the AI uses in real time. This effectively makes the AI dumber, or slower. And that is handling multiple (sometimes hundreds of) instances in real time. Of course SMAC is much more complex than a typical RTS but it could be constantly be processing possible moves and counters during you turn. I would never expect the AI to ever come close to human intelligence. Such AI would be used for real life defense systems long before it would be used in a silly game. But I don't think it is asking too much for the AI not to blindly smash an endless stream of troops into a heavily fortified city just because it is the closest town.
Nothing in this world will get better without some demand for it to improve.
Originally posted by Trithemius
Giving the AI an advantage is a simple way of scaling the difficulty up,
Originally posted by Trithemius without needing to employ heaps of programmers all the damn time.
The new problem seems to be that (much like the movie industry) the more creative developers seem to get stuck in lower budget companies. While Blizzard can make big bucks just recycling Diablows and Warcraft 10 years later.
What Fraxis needed when developing SMAC is one of the number crunching psychos* around here to say things like "hey, the skunk works is completely pointless" and "make the AI crawl mins" back in beta.
For as great a game as SMAC is, there is still loads of room for improvement.
* I have the utmost respect for number crunching psychos, keep up the good work.Last edited by livid imp; April 13, 2004, 16:59."They’re lazy troublemakers, and they all carry weapons." - SMAC Manual, Page 59 Regarding Drones
"Without music, life would be a mistake." -- Friedrich Nietzsche
"If fascism came to America it would be on a program of Americanism." -- Huey Long
"Voice or no voice, the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked, and denounce the pacifists for lack of patriotism and exposing the country to greater danger. It works the same in any country." -- Hermann Goering
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What Praxis needed when developing SMAC is one of the number crunching psychos* around here to say things like "hey, the skunk works is completely pointless" and "make the AI crawl mins" back in beta.
For as great a game as SMAC is, there is still loads of room for improvement.
What other games are so replayable though?
/me psychopathically crunches some numbers *
And to think I used to tell Kody that it was no fun to do that
-Jam1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
Taht 'ventisular link be woo to clyck.
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Originally posted by Jamski
The only big failure in SMAC is that it is too good. By including so many options, they have opened it to exploits which the player can take advantage of, and at the same time hidden the optimum play choices so well that even the AI can't numbercrunch the best option out of it.
But I don't think it should stop game designers and programmers from pushing the AI envelope. I don't ask for perfection, just improvement"They’re lazy troublemakers, and they all carry weapons." - SMAC Manual, Page 59 Regarding Drones
"Without music, life would be a mistake." -- Friedrich Nietzsche
"If fascism came to America it would be on a program of Americanism." -- Huey Long
"Voice or no voice, the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked, and denounce the pacifists for lack of patriotism and exposing the country to greater danger. It works the same in any country." -- Hermann Goering
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SMAC-X is too easy because of bad AI? You want really bad AI, look at the original Civ. True, Civ was much harder than SMAC-X, but only because the AI cheated so much.
I lost interest in Civ when I realized after a few games that the "race to Sufferage" was a crap shoot. SMAC-X allows a better player to do better in the game, but in Civ it was pure luck.
You could expand and terraform and spy and research and keep your citizens happy in an ancient peacetime Republic whilst struggling to explore the world in sailboats that caused unrest as soon as they left port and skip the Horseback Riding tech branch just to claw your way to industrialization that much sooner. You could micromanage to the nth degree, do EVERYTHING right, and it didn't mean sh*t. If the AI was feeling generous that day, it might just hand Sufferage to the Babylonians. One might as well devote oneself to working out a system to beat a slot machine.
No wonder the Trailer Park Chariot Rush was so popular: like a system that really would beat a slot machine, it was an exploit against a rigged game.
SMAC-X may have grown too easy to beat, but even so it's still interesting to play. That in itself represents a huge accomplishment in game AI. Rejoice, gamers: be thankful that "AI" has advanced beyond the capricious random number generator.
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The reason that we don't have great AI in SMAC is that it is simply beyond the capabilities of our society and our tech at this point. A simple example would be to compare chess, a simple game that only recently and with large computing and programming resources has become a challenge for great players to beat the AI. SMAC is many orders of magnitude more complicated than chess. The board is much larger, the terrain is variable and can change as the game goes on. Instead of alternating movements of one piece, players instead can move all their pieces in the same turn, and in some cases move a piece, move another and then move the original piece again. Combat is not a known quantity, so one has to play the odds rather than simply moving somewhere and capturing a piece. Pieces can be manufactured during the game. The map is unknown at the beginning of the game and throughout the game large portions of it are unknown as far as what units may be occupying a square. The rules also change as the game moves on, as new techs are researched, SPs built etc.
So a true chess like AI isn't going to be a reality for a game like SMAC for a very long time. Instead we have scripts which are damned good for what they are, but repetitive predictable and uncreative.He's got the Midas touch.
But he touched it too much!
Hey Goldmember, Hey Goldmember!
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Chess also has only 64 squares which can be occupied by only one unit. This greatly reduces the processing power needed to evaluate moves, yet still requires a supercomputer to do so. Even the smallest SMAC map has many times that number of tiles, each able to hold many units. An exponential increase in complexity, an exponential increase in the processing power needed.I'm building a wagon! On some other part of the internets, obviously (but not that other site).
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