I've played a lot of computer games.....I mean a LOT of computer games.
One of the very BEST wargame AI's I've ever come across was in an old SSI title "The Battle of Gettysburg." (CGA graphics, if that tells you anything of the overall LOOK of the game). It was....uncanny. I swear it *learned* my playing style. I felt it much the way the hairs on the back of your neck stand on end when you feel like you're being watched.
The first few games were easy to beat. I really didn't know what I was doing as the dauntless Confeds....only that I wanted the high ground Lee should have had his generals beeline for on day one.
Those first games were horribly bloody affairs, with me stoically defending the high ground, and the AI sending mass waves of blue-clad bodies to try and break me down.
Later, I got sneaky.
I still made for the high ground, sure, BUT I started setting brigades up with limited artillery support on nearby ridgelines with an eye toward ambushing the Union soldiers as they advanced toward the main portion of the battle, and then executing a series of fighting withdraws back to my main, heavily fortified positions.
That's when the AI started ambushing me back.
The first time I stumbled into one, I swear my jaw hit the table.
Using its numerical superiority, the AI from this piddly, OLD computer program from years ago had the good sense to outflank my force that was doing the fighting withdrawl, and set up an ambush *just like it had seen me do*
Soon, the game degenerated into a series of cat and mouse ploys, where the hunter very often became the hunted as my forces tried to thread their way back to my main battlegroup.
And the AI continued to learn from me. Every time I would try something new and different....EVERY time it worked, the AI would soon adopt the behavior.
It was one of the best war games I've ever played because of that.
My thinking is, KNOWING that it's possible....having played that, and other games where the AI could adopt winning strategies "on the fly" ....I'm wondering what the problem is?
Soren's AI kicks a$$! Witness the number of people, GOOD Civ2 and SMAC players who started out on Monarch and reported that ummm...they had to tone it down to Regent or Chieftan for the first couple of games.
But it's not adaptave. It doesn't learn by watching, or from its own mistakes. Of course, we're a long way from *actually* making a learning AI....I know that. But there have been some damn fine attempts made at simulating that....almost spooky attempts, actually.
I've also played a handful of games where the AI action was controlled by a series of script files, such that it could be Modded by the fans. Someone would create a ruthless KILLER AI routine, and the players would all be scrambling to meet the new threat.
Eventually, of course, some weakness...some means of handling the new AI would be found, but with the fan base constantly making new configurations available, there was always some new threat on the horizon.
Why can't we do that here? (I mean, why was this not built into Civ3? If the plan is to make a highly moddable game, surely one of the hallmarks of infinite replayability is an AI that can be tweaked, edited, and sometimes radically changed, yes?)
Moddable AI. In the hands of the fan base. What an adventure that would make a game like civ3....
-=Vel=-
One of the very BEST wargame AI's I've ever come across was in an old SSI title "The Battle of Gettysburg." (CGA graphics, if that tells you anything of the overall LOOK of the game). It was....uncanny. I swear it *learned* my playing style. I felt it much the way the hairs on the back of your neck stand on end when you feel like you're being watched.
The first few games were easy to beat. I really didn't know what I was doing as the dauntless Confeds....only that I wanted the high ground Lee should have had his generals beeline for on day one.
Those first games were horribly bloody affairs, with me stoically defending the high ground, and the AI sending mass waves of blue-clad bodies to try and break me down.
Later, I got sneaky.
I still made for the high ground, sure, BUT I started setting brigades up with limited artillery support on nearby ridgelines with an eye toward ambushing the Union soldiers as they advanced toward the main portion of the battle, and then executing a series of fighting withdraws back to my main, heavily fortified positions.
That's when the AI started ambushing me back.
The first time I stumbled into one, I swear my jaw hit the table.
Using its numerical superiority, the AI from this piddly, OLD computer program from years ago had the good sense to outflank my force that was doing the fighting withdrawl, and set up an ambush *just like it had seen me do*
Soon, the game degenerated into a series of cat and mouse ploys, where the hunter very often became the hunted as my forces tried to thread their way back to my main battlegroup.
And the AI continued to learn from me. Every time I would try something new and different....EVERY time it worked, the AI would soon adopt the behavior.
It was one of the best war games I've ever played because of that.
My thinking is, KNOWING that it's possible....having played that, and other games where the AI could adopt winning strategies "on the fly" ....I'm wondering what the problem is?
Soren's AI kicks a$$! Witness the number of people, GOOD Civ2 and SMAC players who started out on Monarch and reported that ummm...they had to tone it down to Regent or Chieftan for the first couple of games.
But it's not adaptave. It doesn't learn by watching, or from its own mistakes. Of course, we're a long way from *actually* making a learning AI....I know that. But there have been some damn fine attempts made at simulating that....almost spooky attempts, actually.
I've also played a handful of games where the AI action was controlled by a series of script files, such that it could be Modded by the fans. Someone would create a ruthless KILLER AI routine, and the players would all be scrambling to meet the new threat.
Eventually, of course, some weakness...some means of handling the new AI would be found, but with the fan base constantly making new configurations available, there was always some new threat on the horizon.
Why can't we do that here? (I mean, why was this not built into Civ3? If the plan is to make a highly moddable game, surely one of the hallmarks of infinite replayability is an AI that can be tweaked, edited, and sometimes radically changed, yes?)
Moddable AI. In the hands of the fan base. What an adventure that would make a game like civ3....

-=Vel=-
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