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Interesting links, JB. (Though I have seen two of them already.)
Just in case anybody else is interested, another interesting page I found is Amit's game programming information - some very nice analysis of path-finding algorythms.
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Hi All, I just noticed this thread. There are a few more good links you can get under the heading "Related Web Sites" on the Clash AI Page.
Good luck with SP in general, and your deliberations on AI in particular!Project Lead for The Clash of Civilizations
A Unique civ-like game that will feature low micromanagement, great AI, and a Detailed Government model including internal power struggles. Demo 8 available Now! (go to D8 thread at top of forum).
Check it out at the Clash Web Site and Forum right here at Apolyton!
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Thanks Rasbelin! Coincidentally we just released Demo 7.2 today! If you've got the time, please drop by the forum and check it out.
Cya,
MarkProject Lead for The Clash of Civilizations
A Unique civ-like game that will feature low micromanagement, great AI, and a Detailed Government model including internal power struggles. Demo 8 available Now! (go to D8 thread at top of forum).
Check it out at the Clash Web Site and Forum right here at Apolyton!
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Thanks Jeremy. I'd like to hear what you think about where we are, and where Clash is going! The more input the better. Our open design philosophy is the same as SPs. . . so comment at any length you're comfortable with.Project Lead for The Clash of Civilizations
A Unique civ-like game that will feature low micromanagement, great AI, and a Detailed Government model including internal power struggles. Demo 8 available Now! (go to D8 thread at top of forum).
Check it out at the Clash Web Site and Forum right here at Apolyton!
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AI should be very good. We should make the Computer respond to the human controlled players with a variety of emotions and moods such as:
Anger
Kindness
impatient
pursausive
Informative
Logical
Ecentric
depressed ~ If the faction is being disrupted and having loads of problems then the leader might become depressed or just sad. Maybe depressed is too strong of a word.
Tense/impatient
Irritible
mysterious/shifty sort of.
shifty Kind of shifty like a hidden agenda.
Tired Mood Kind of tired. ie: Tired of combat, negotiations etc.
Scared If past event(s) were bad then the computer might contract PTS syndrome (Post traumatic Stress Syndrome.
Feeling Violent
Passive
passive/agressive Showing signs of phsycological disorder of being passive at one moment and abruptly changing to agressive stance.
Thats about all I could think of at this point in time. Please post some feedback.
Thanks,
JBLast edited by Jeremy Buloch; January 11, 2003, 19:46.Naval Imperia Designer
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AI having "moods" is in my opinion just a diversion if it turns out to be too difficult to write an AI that can actually pose a challenge. That's what the moods were for in SMAC. Some of the moods listed above are even contrary to good strategy, for example what possible advantages could psychological disorders yield? If it's advantageous for an AI faction to start trading with another faction, it obviously makes it a worse strategist if it doesn't do that because it's "depressed" or "shifty"!
I'm not saying I'm against moody AI. It could be fun enough when you're playing all by yourself, and for a strategic challenge one can always join multiplayer games. Just pointing out that "moody AI" is not necessarily "good AI", nor vice versa.
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I agree with Leland. I think that AI moods would be sort of an icing on the cake. When we get all the rest done, and have released a couple of versions of the game, it might then make sense to add some interesting feature, like this, which would add replayability to the thing.
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Yes, I too agree it should come later in the game now that you pointed it out. The moods can make the computer do certain things which will make its strategies a little more complicated. Like if its impatient it would attack pre-maturely and it would add realism to the game. The computer shouldn't allways make good choices. If we want it to be human like we need to give it human emotions, do we not? It is not just for good interesting features its for realism. But I agree it should come after we have a working AI. Yet I would think it would be easier to put it in first with the reg. AI instead of puting it afterwards then it might conflict with something. But then again I haven't programmed anything big. Only small apps. Which ever the coders decide is fine with me.
Now where should we start?
What part of the AI?
-J.B.-Naval Imperia Designer
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Originally posted by Jeremy Buloch
Now where should we start?
What part of the AI?
In general, I think that the evolution of a game like this is very similar to the evolution of life on earth (although I hope it will take a little bit less time). How did animals evolve? Well, speaking in simplistic terms, they got the body first, which let them survive, and prosper, and then, as they were essentially out of danger (comparatively speaking), they started developing brains. The brain got bigger and bigger, and the result is ... well, one result is typing this, and another result is reading this right now. It is the same thing with a game like this: you cannot code the brain (read, the AI) without a more or less functioning body (read, everything else).
So, I am afraid, coding the AI is a ways off from now.
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