berto
Posts: 20708
Joined: 3/13/2002 From: metro Chicago, Illinois, USA Status: offline
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quote:
ORIGINAL: Grotius A couple questions and thoughts on improving the AI: 1. AGEOD's Civil War game includes a checkbox option: "give the computer more time?" I always check it. Perhaps we could get an option, if processing time is a concern? I'd be willing to wait 15-20 minutes for an AI turn, maybe longer -- provided that the turn didn't start executing automatically. (In other words, I'd want to get up, stretch, and come back to a button saying "AI done thinking; ready to watch turn execution?", rather than return to a fully-completed turn.) Me, too! Heck, I'd be willing to wait overnight or even days for the AI to do its thinking. If AI effectiveness is proportional to the time we allow it, give it more time! How about something like this? Give the computer more time? [ ] No, use the default time [60 seconds? 5 minutes?] [ ] Yes, give it 10 minutes. [ ] Yes, give it one hour. [ ] Yes, give it <fill in the blank> hours. [ ] Give it unlimited time until I [the player] press the Stop button. [ ] [any other option suggestions?] Make this a pre-game selection, or even a turn-by-turn selection (see below). For a game of this scope and complexity, If I the human player might take hours to plan and execute my turn, I'd think it only fair to give the AI equal time consideration. If we're talking about a game that might take months and even years to complete, what's a few hundred extra hours among "friends" (you and your AI opponent), especialy if those extra hours you are (a) sleeping, (b) at work, (c) playing some other computer game, (d) whatever. I could see playing in the following manner: I commit to playing one turn at a time, then giving the computer indefinite time--at least overnight, days if I get distracted and have to move on to other things (including playing other games)--to plan and "think" through its response. Distracting time off between moves would even be a virtue. It I knew that the longer I wait, the better the AI move might be, I'd not fret over my time away from the game. In fact, variable AI time between moves might have the added advantage: For complicated situations and important turning points in the war, give it full time consideration. At other times, when there is little for the AI to do, give it as little time as your experience and/or impatience to "get on with it" deem necessary. For the life of me, I can't fathom why game designers try to make their games, and their AI, fit one mold. Break the mold! Give the players a choice! If enabling a competitive AI is a matter of giving it more time to think, let us the human players decide for ourselves the limits of our (im)patience. These games allow us, the human players, to set all sorts of optional rules going in. Why not give us as many AI options (particularly PO time to think), too? Variable, human player directed AI time! quote:
2. Is the AI really completely script-driven? It seems also to do some tactical analysis, as evidenced by the air bal numbers. On a strategic level, I would think some "big picture" issues are quantifiable for each side's AI -- how much tonnage is in which theater, the state of Japanese production (a number I might let the Allied AI peek at). The Original Poster raised questions about both tactical and strategic level AI. Surely the AI could be made smarter not to make specific infuriating tactical mistakes. Yes, it is probably too much to expect any reasonable AI to be competent in its strategic thinking over the longer term. But in the short term, and for specific game play actions, surely this is possible? quote:
3. I recognize that you may not be able to get away from a somewhat scripted model for the initial Japanese thrusts. As others have suggested, is it possible to stick with the "script" model for the Japanese side, but give the AI a half-dozen scripts to choose from? Historical attack pattern; less emphasis on Philippines, more on Malaya/SRA; start with Java versus start with Sumatra/Borneo; longer-term emphasis on South Pacific, or CentPac, or Burma/India. Undoubtedly it's harder to script the Allied side, but I would think it feasible to program triggers for the defensive phase of the war, and to program an array of possible reactions. The shorter the scenario, the easier it is to script. Scripting the entire war, or entire single years, is difficult to impossible. Much more possible is scripting a few weeks of action. More and shorter scenarios: Make it so! quote:
4. As others have suggested, is there any chance you'd give us tools to mod the AI ourselves? I know that creating such a tool -- a scripting tool, like the scripting tool that released with Neverwinter Nights 2 -- would be a big undertaking, maybe one that could wait til after the release of AE. But if there were one mod I'd ever be interested in contributing to WITP/AE, it would be an AI mod. Writing an AI is a blast. :) Amen, amen, amen! Open up the AI, as much as possible, to modder development! Enthusiastic and committed and even obsessed modders can do wonders for the PO. Look at how the EUIII (Europa Universalis) Magna Mundi team (just to give the most successful example) has vastly improved that game's AI (or at least mitigated many of its shortcomings and annoying tendencies). Open up the AI to user modding and harness the energy and pull of your user base to effectively make them a part of your post-release development team. Maximizing user, and modder, freedom and choice--therein lie the answers!
< Message edited by berto -- 12/14/2007 10:44:16 PM >
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