Karnaaj
Posts: 243
Joined: 3/17/2002 From: Spokane WA USA Status: offline
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I'm an AI'er, as I haven't gotten up the guts to actually ask someone to put up with my schedule for PBEM. (I tend to run in cycles - love that bipolar disorder - and sometimes go quite a while without playing *anything*. Don't want someone to get involved in obliterating me, and then have me disappear for a month or so...) What I would *love* to see is an adaptive AI package -=something that game designers could leave a "hook" for it to be added as a third-party item, with lots and lots of options; of course, I'm a greedy bastard, and I want this kind of thing for everything from SPWAW to Starfleet Command to Halflife to... Prob is that AI is just that: artificial. Automated "bots" for first-person shooters can seem awful smart when they're properly equipped with "route" files, telling them where to go and under what circumstances. (My experience has been mainly for Halflife mods: CounterStrike and Day of Defeat.) Send the bot in without that kind of data, and they can be awfully dumb - they don't have the analysis-of-data functions that humans do, and maybe won't figure out to jump over the fence or whatever. In SPWAW, waypointed AI attacks can be tough... but once past the waypointed stuff, or if there's none programmed, the AI tends to swarm the victory hexes by the shortest possible path, with some small excursion to chase after visible forces. (this can be seen quite blatantly in "Wittman's Gamble", where the majority of British tanks decide to park on the VH - like unto 18 various Cromwells and Fireflys; the ones with limited movement [by way of editing for scenario accuaracy, I expect] are the only ones not to join that particular rave.) Ah well. Just my whine for the moment, I guess... if I ever get around to humans, it could get entertaining.
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