JastaV
Posts: 97
Joined: 9/20/2008 Status: offline
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The concept of game AI is related to a smart engine acting in a logic and flexible way to carry on a working, effective, winning strategy. Objectives achievement and consideration for enemy positions and moves are part of the strategy: the AI should be able to seek conquest of key objectives controlled by the opponent, defending at same time objects already controlled. A good planning ability is only half of the strategic duty: flexibility when executing plans is the second element. When the AI is strictly working by a rigid scheme application, without considering the overall strategic pictures and the enemy positions we have nothing smart and we cannot even use the term AI. PhilThib and AGEod took chances to exalt at many times their games AI, reporting it all as a highly flexible, complex, smart planning actor. Then, the improvement of the AI in WIA was often remarked and it was the main reason to justify the publishing of a game that has so few new issues to offer as regard game features, graphic improvements, main game scenarios, when compared to old BoA. Playing WIA after last patches publication, users had feeling AI was really improved. IT'S FALSE! THERE'S NO REAL AI IMPROVEMENT! Recently, I started examining WIA files in the perspective of some modding. It was looking at scenario files I notice AGEod is now using scripted event-commands to unflexibly dictate AI decisions. Notice, we are dealing with scenario specific setup and event files: it has nothing to see with the game engine where AI is encoded. I catch out a mess of scripted event-commands that dictate AI posture, AI aggressiveness and enlist targets to be achived by the AI: "AI.SetAggro"; "AI.ChgLocalInterest";.... By use of such scripts AI is ordered to launch offensives in one or more regions at a scheduled date, but without any regard to the strategic overall picture. So we have not AI, we have not Athena’s planning: AI opponent is just executing a rigidly ordered move. Going after such scripts execution, Athena will launch that same offensive, at that same date any time the scenario is played, without flexibility and misreading player moves, opponent armies position and the strategic picture. NO FLEXIBILITY, NO LOGIC, NO AI: just a scheme to apply in a flat, dummy way at a scheduled time! It's remarkable these kind of commands was not used with NCP: they have been introduced in WIA as AGEod way to improve AI. That explains why NCP received no patches and improvements out of many past months: it was not possible to "smart up" NCP AI by importing WIA.exe in the game, because there's no real improvements within WIA.exe and the related AI. To "smart up" NCP AI AGEod programmers should have to encode tons of rigid, scenario specific scripted event-commands: they probably should have to work for months after it! Now, but a great volume of work spent after WIA scripted event-commands we have no real AI improvements, on the contrary new troubles and AI weaknesses have been introduced. For example, AI will keep moving against a region with great aggressiveness attacking it even with very unfavourable strength troops ratios: a suicide for the AI army. Or AI will keep moving forces to achieved the scheduled objective even in winter season, being quickly decimated by harsh weather conditions. Or even worst, AI main army will be launched after a scheduled objective at the wrong time, when player army are close to the AI capital that will soon fall undefended. The examples I enlist here have all been experienced when playing WIA and mostly reported by public posts or addressed to the AGEod support. I have no doubt AGEod support is one of the best I never meet out of many years as regard courtesy and quickeness in responce to player feedbacks: it does not mean they can fix all troubles and soon! In conclusion, we already have Objectives and Strategic Towns, with National Moral and Victory Point scalable values to assist AI as player in strategic choices. The fact Athena is then to be "supported" in its decision by rigid commands points out that AI is really weak and poor. Then scripted event-commands are game flexibility and variability killers, and their use will kill scenarios longevity too. Of course, developers' efforts to improve AI at all cost is to be admired expecially looking to the tons of new commads to be edited per scenario. In perspective a proficient and smart use of AI dedicated scripted event-commands can make the difference expecialy when they should be used without killing flexibility and modulated by introdution of "conditions". Unfortunatemy tera-tons of codes are to be added to go after such a solution: so, is the strategy worth? Is there no chance to actually improve and update the engine-related AI?
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