Apollo11
Posts: 24082
Joined: 6/7/2001 From: Zagreb, Croatia Status: offline
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Hi all, quote:
ORIGINAL: jwilkerson Right, at a high level we really did three things with the AI for AE. 01 - Wrote a new AI processor to enable AI designers to better control what happens and what does not happen. 02 - Esposed the AI scripting in the editor - so that any budding AI designer can have a go at using the same tool we used to build the official AI. 03 - Tested and tweaked and tested and tweaked ad nausium until we got the results we wanted. Great - thanks Joe and all other hard working WitP-AE people - we are all grateful!    BTW, have you guys run long AI vs. AI games? My friend Oleg Matsruko (he used to pos here a lot) tested AI when original WitP first came many years ago - he used his computers at nights at his office. He showed me that in days/weeks needed to finish the WitP things very much so played like original WWII in Pacific... Is that still the same? Are the any other than "follow the history" possibilites for AI? Thanks in advance! Leo "Apollo11"
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Prior Preparation & Planning Prevents Pathetically Poor Performance! A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF P: UV, WitP, WitP-AE
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