Boralinoi
Posts: 4
Joined: 10/2/2002 From: Los Angeles, CA Status: offline
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In fact, I do a lot of Game AI programming, and I have to tell you, most of the time, it really isn't that complex. Unfortunately, with the CPU-clock budget that most games have, not much time is left over for AI. It's getting better, but it's not there yet. The thing is, with a game like EiA, the developers have the opporunity to start using some of the concepts from AI that aren't relly used in games because not only is video hardware getting better at doing a lot of the processing required, but a game like EiA is NOT going to tax the system with graphics the way a game like UT2k3 will. The thing to do, if you ask me (and no one did, I know) is to create expert systems for each of the countries. This would be analgous to your personalities that you talk about, but much moreso. I actually spent a great deal of time a few years ago on this kind of concept. I created a combat decision making engine that would not only try to think of the best chit choice for a particular situation, but would try to predict the choice of his opponent and use that as a factor in his decision. When I play EiA face-to-face that is almost always the majority factor in my choice for combat chit.. "what do I expect my opponent to choose?" And that is something that an expert system is uniquely qualified to do.
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