AI? (Full Version)

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meechsem -> AI? (3/4/2017 4:12:50 PM)

Read somewhere the game didn't come with an ai. Is this true? I am wanting to buy the game but only interested on playing vs computer




davidachamberlain -> RE: AI? (3/4/2017 4:18:08 PM)


quote:

ORIGINAL: meechsem

Read somewhere the game didn't come with an ai. Is this true? I am wanting to buy the game but only interested on playing vs computer

No, it does not. That will be a while in coming though. WIF is a very complicated game with many major powers and many units. It will be a very difficult AI development once it starts.

At this point, work is underway to make sure that basic rules, scenarios, and multiplayer (Netplay, in particular) are working well.

I would not expect to see an AI update in place before the end of this year.

Dave




rkr1958 -> RE: AI? (3/4/2017 9:39:48 PM)


quote:

ORIGINAL: davidachamberlain

I would not expect to see an AI update in place before the end of this year.

Dave
That's an understatement. [:)]




Courtenay -> RE: AI? (3/4/2017 11:24:34 PM)

I would not expect it before the end of the decade. There is a chance it will appear before the end of the next decade.




davidachamberlain -> RE: AI? (3/5/2017 12:52:54 AM)

quote:

ORIGINAL: rkr1958
That's an understatement. [:)]


I am maybe a bit more optimistic. As I understand it, Steve has lots of material, but I also see this as an evolutionary (phased approach) solution. With a solid basis for a functioning game (sans Netplay), it might be possible to start with some simplistic scenarios, like Barbarossa and without any optional rules and a simplistic strategy, you can probably come up with something that gets things started.

However, I have a lot of reservation regarding a human challenging AI for one of the global scenarios. There are just too many moving parts to keep track of to effectively (and on a timely basis) challenge a human player. It might be somewhat possible to include a couple of simple and direct strategies that don't pay attention to all of the different factors, but I consider WIF to be an exponentially more complicated game to add AI to than chess (with only 2 sides, 7 types of pieces and 64 locations) when compared with WIF's 7 major powers, several thousand units and many thousands of hex's

I think it would make Deep Blue programming look like preschool.

Dave




ashkpa -> RE: AI? (3/5/2017 3:00:59 AM)

quote:

I am maybe a bit more optimistic. As I understand it, Steve has lots of material, but I also see this as an evolutionary (phased approach) solution. With a solid basis for a functioning game (sans Netplay), it might be possible to start with some simplistic scenarios, like Barbarossa and without any optional rules and a simplistic strategy, you can probably come up with something that gets things started.

However, I have a lot of reservation regarding a human challenging AI for one of the global scenarios. There are just too many moving parts to keep track of to effectively (and on a timely basis) challenge a human player. It might be somewhat possible to include a couple of simple and direct strategies that don't pay attention to all of the different factors, but I consider WIF to be an exponentially more complicated game to add AI to than chess (with only 2 sides, 7 types of pieces and 64 locations) when compared with WIF's 7 major powers, several thousand units and many thousands of hex's

I think it would make Deep Blue programming look like preschool.
I would be happy if we could just get the convoy "AI" to work "properly".




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