Dimitris -> Concept: Evolving the "Ares" engine to a truly generic theater-AI (12/9/2018 2:16:57 PM)
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Hi all, This is something that I recently discussed with angster (creator of the awesome "Ares" theater-AI). He is very busy these days so he cannot contribute more actively ATM, but here is where we got so far. My initial scribble of thoughts: quote:
Okay, so the existing Ares is a very impressive AI effort, but has the limitation of pre-requiring knowledge of the general layout of a scenario and available assets. I have been thinking about a follow-on to this, an Ares Mk2 of sorts, that will be able to handle almost any Command scenario thrown at it. Such a component, if realized, would decisively address one of Command's current flaws: The static nature of its theater-level missions unless the scen author does a lot of custom Lua work. As I envision it, the scenario author instructs Ares on the overall scenario goals of the side in question by creating "Theater Objectives". TOs can be thought of as higher-level mission-like constructs: They have a type (destruction / protection of a unit, surveillance of an area, ferry between points etc.), units or areas that apply to the TO type etc. What differentiates them from missions is first, that they are more declarative/generic in type (e.g. "The US carrier must be crippled or sank" rather than "Units X, Y and Z are assigned to attack the US carrier") and second and most important, that they are assigned relative weight values to indicate their priority. So for example in a typical China-US scenario the following TOs may be defined for the Chinese side: * US naval forces in area ABCD must be destroyed or reduced by at least 50% - Weight 80 * Air superiority over Taiwan must be achieved [define here the metrics for achieving that...] - Weight 120 * The Chinese heartland must be protected against strikes - Weight 200 Ares would then take those TOs, consider its available assets (both unassigned and those already assigned), create/manage the missions necessary to pursue these objectives and juggle its controlled assets between them to match the defined priorities. The engine would need to periodically re-evaluate its decisions, as the objectives are met (or not), the priority weightings may be changed by the scenario author (shifting strategic, political or even inter/intra-service winds), and available assets are reinforced or (more likely) depleted. The scenario author may also make "traditional" missions and mark them as "not under Ares control" so that the engine will know not to mess with them. Angster took that concept and really ran with it. See the PDF inside the attached zip file. So, what do you think? Is this something that can be done? Is it worth laying the groundwork for (ScenEdit constructs, Lua hooks etc.) and then building on top of them? How can this be improved, developed and realized?
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