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  • AI design question

    A comment over in the Civ3-General forum got me to thinking about the same subject in MoO3.

    The comment had to do with the fact that in large part the AI in Civ3 for the various computer players do certain things in similar fashions. One example of this used was terraforming, and that the computer players tend to terraform in similar patterns no matter what the empire actually is. Not exactly unexpected, though it would be nice to see more variety in Civ3.

    What I am wondering is if we will see the same thing in MoO3. Or will there be more dramatic differences in the way the AI will handle similar situations in the different empires. Will we see Sakkara and Psilons and Harvesters doing the little things in similar ways, or will there be enough difference in the way their AIs handle things to soak down through the levels of AI?

  • #2
    All I can tell you at this point is that there should be some subtle differences due to some species preferences, but not necessarily anything dramatic (except, of course, for terraforming where each species definitely does its own thing).
    If I'd known then what I know now, I'd never have done all the stuff that led me to what I know now...

    Former member, MOO3 Road Kill...er, Crew

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    • #3
      I hope the AI will not be too predictable?

      This is probably among the most difficult things to do: To optimize the AI, but still make sure it doesn´t seem to follow the same predictable script all the time.
      Now, if I ask myself: Who profits from a War against Iraq?, the answer is: Israel. -Prof. Rudolf Burger, Austrian Academy of Arts

      Free Slobo, lock up George, learn from Kim-Jong-Il.

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      • #4
        Originally posted by Comrade Tribune
        I hope the AI will not be too predictable?

        This is probably among the most difficult things to do: To optimize the AI, but still make sure it doesn´t seem to follow the same predictable script all the time.
        I had an old chess computer (the type which is attached to a chess board) where you could activate an option for the comp. to use one of the "best" moves but not necessarily the best move to ensure that the game would not turn into a boring "move queen forth and back" even if that was the best thing to do in a certain circumstance.

        A similar feature in moo3 could reduce predictability because the AI would not keep on sitting on his a$$ all the time.

        PS: On an other topic: I wonder if the AI will be able to coordinate his actions inside a certain game issue but also between several of them (like trying to isolate a target empire diplomatically first, then sending spies to destroy key military installation in target systems and finally a combined assault of fleets and ground forces to capture a strategically important planet).

        I ask this because in games like CTP2 you waited in vain for coordinated air, sea and land assaults like "D-Day" or "Dragoon". Heck in all the time I played the different civ games I still have to come across a decent "Coral Sea" like carrier battle but maybe it's just me.

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        • #5
          Modular AI

          My hope is that the AI is modular and can be replaced in pieces by anyone who wants to try their hand at AI.

          Computer game makers, since they _claim_ they want to support a MOD community, should move more towards selling an infrastructure with a quality example (the game non-modders pay for) instead of a game that MODDERS have to fight and break into to do what they want to be done.

          /hg

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