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pzgndr -> RE: So... AI in wargames (4/1/2011 5:25:00 PM)
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Brit, the Empires of Steel developer over at Battlefront.com, recently posted news of his AI development plans: quote:
At this point, I'm playing around with the idea of creating a generalized strategy-game AI. I've looked around for this kind of thing on the internet, but haven't had any luck. The closest I've seen to a strategy AI is that there's a handful of pathfinding AIs, but nothing that handles the larger picture. It seems like there might be a demand for it. If there's some demand to license the technology for other games, then there's some additional reasons to work on an expanded AI system. If I'm going to make a generalized, licensable AI system, I'll have to add a scripting mechanism. I don't know what I'll use. I think LUA has been pretty popular as a scripting language, but haven't looked into enough to make a decision about it yet. Optimistically, a project like this that can be improved and enhanced over time should produce a very good generic AI, at least something decent enough for most indy developers to start with. Short of new 3D graphics effects and ever increasing complexity in wargame details, it would be nice to see some serious development work done on AI at all levels - tactical, operational and strategic. [8D]
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