Panzer76
Posts: 68
Joined: 7/6/2004 Status: offline
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First off, this is not a stab at WitP, more a comment of a industry problem. And that problem is the development of decent AIs. The problem lies in the ever more complex nature of the games. Many of the old strategic games had out right good "AI", becasue the choices you had was very limited. Within this very strict framework, the AI could do senisble choices, less parameters to worry about. These days, and for the past recent years it has become more and more obvious that the main obstacle facing good war games is the AI. You now have games that functions on the tactical / operations / strategy / operational levels, and while an AI usually can do OK when confined to tactics or even operations, the holistic perspective is lost. Even tactical games, like Combat Mission, where the AI does not cheat, has problems coping with its "bigger issue", but does ok on a unit to unit basis. This layering in the games are problematic for an AI which is uncapable of learning and rememebering. As any developer can tell you, the development of the AI is a time sink, because it never gets finished. You reach (hopefully) an acceptable level and then leave it. After that the returns on further development time is limited and shrinking. So, where does this leaves us, the players, the users? Well, as I can see, there are a few different possibilities. 1. Multiplayer only. Saves alot of time, focus on game mechanics instead. Works great for short attention span games like shooters, not so good for longer, turn based games. Right out unaccaptble for huge games like WitP due to the huge time requirements. (for most people) If you start playing the grand campaign in WitP over PBEM, you will almost for certain never finish it. 2. Accept a bad/mediocre AI. Well, seems this is pretty evident in many games already. And in an effort to compensate for the lacking AI, it gets various bonuses, which is anoher word for it cheating. 3. Development of an industry standard/engines? Would it be possible, in the same sense as you have audio and graphical standards, like DirectX one could develop a AI standard which developers could use? Alternativly, could a AI engine be developed and others could license it in the same sense as you would lisense the Havoc physics engine or Source gfx engine? This would really be more of an business idea (Panzer makes a note of it). Anyhow, ultimatly we have to accept that an AI will perhaps never, and atleast not for a long time be as challenging as a skilled human opponent. But, does that mean we should accept bad AIs? Ofcource, what is a bad AI is a matter of discussion. Again, before I get flamed too much, this post is not specifically targeted at WitP, but on a growing industry problem. Cheers, Panzer
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< Message edited by Panzer76 -- 9/3/2004 9:10:37 PM >
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Cheers, Panzer "The man who trades freedom for security does not deserve nor will he ever receive either." Benjamin Franklin
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