ZOOMIE1980 -> RE: Question on AI difficulty (4/10/2004 4:50:27 AM)
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ORIGINAL: byron13 Yes, high AI levels ideally would do nothing more than dial up the competence of the opponent so that it makes better use of its resources; make it more experienced, if you will. The problem is developing relatively cheap AI that either (i) learns by itself or (ii) is provided with "intelligence" by providing an enormous amount of logical decisions. Hasn't been done yet, and Matrix is not going to be the one to do it. I think giving the AI more intelligence on your movements at a higher setting would also be relatively expensive to code. Of course, I have no idea how the computer "sees" you now or reacts to units seen. But I'm not sure it is as easy as doubling its search range. In any event, just "seeing" that you are massing troops and carriers in the South Pacific as opposed to the Central Pacific may or may not be sufficient to trigger a response - depends on how the AI is already coded. Or, if it "sees" that all of your carriers are damaged and sitting in San Diego, does this trigger a response? I simply don't know how they've limited the AI when it is suffering from the Fog of War. This would determine what would happen when the fog is lifted. The easiest way to dial up the competition is simply to give the computer more stuff or cheat on combat results, and that's what they do. Maybe "smarter" is the wrong term. I'm thinking that "smarter" is actually nothing more than a bit less predictable. I remember back in the Mid 1980's when SSI came out with North Atlantic 86 for the Apple. Great game back then, but after a couple of runs through the game, all I had to do was place all my missle launching subs up north of England, pull out my Exocet equipped surface ships from my British fleet at Iceland, send the rest to America for later use, and then just wait for the inevitable Soviet amphibious assault on Iceland, all the while putting all my best planes (Tomcats, Tornadoes, and Eagles) on Iceland, maximize supplies and three days before their landing start moving in 25,000 new troops. Worked every time because the AI did the same exact thing every time. A simple little additiion of having the Soviets randomly launch an all out, unsupplied Airborne assault in Iceland on turn 1 instead would have added infinetly to the unpredictability of the solitare version of the game. And added only about 400 lines of Applesoft Basic code! hell even two or three random paths by the amphibious assault TF's instead of the one they always used so you couldn;t just mass your subs at one spot. I just don't want an overly predictable AI. Quite frankly, the AI in UV is no better than the AI in the 1985 version of North Atlantic 86. And that's a sad comentary on the state of AI development in gaming these days.
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