Battelman2
Posts: 93
Joined: 12/1/2018 Status: offline
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Regarding what Dimitris said about CMO's AI, you will find me perhaps overly critical because artificial intelligence, game agents, and deep/machine learning is what I do for a living. I have about 500 hours in Command which I don't suggest is a lot but should be enough to have formed valid opinions about some of its strengths and weaknesses as a wargame. All of my opinions regarding CMO essentially boil down to the following: Command has a really impressive wealth of information and applies it to the simulation rather well, but falls short in unit autonomy. Yes, the units will get where they need to go, and they will do their job. However, as far as "intelligence" goes, the AI simply isn't very smart. Remember this thread about SARH A2A combat? The consensus seems to be that the Eagles need to attack in a certain manner in order to win that fight- that head on mano-a-mano they are doomed to lose that engagement. Well if I stick a million F-15s in an AAW Patrol mission, every single one of them is going to charge the bogeys head-on. If I want to execute a more intelligent interception, I need to take over myself. "Taking over" is how I would describe playing Command. The unit agent is painfully naïve and is often what causes the loss of the unit. Imagine if air superiority fighters were smart enough to keep their distance from known SAM sites or SAGs, without me needing to create a no-nav zone for every single one. If I were to write a review for CMO right now, it would be a four star rating saying something like "CMO is a very high fidelity simulator with a lot going for it, but for the fifth star it needs to improve the unit/mission agent AI. All-told I 100% recommend CMO to friends" If I had the time and the source code, I would be thrilled to develop my own unit agents that actually resemble artificial intelligence, rather than the "if-then-else" feeling that I get from the current logic. Perhaps it's doable in Lua, but to be blunt it really should be something Command does given the extent the simulation goes in all other aspects. I wouldn't ask this of World of Warships, but Command, "Wargame of the Year," has positioned itself as a game that deserves and needs such AI. It's almost jarring for such an in-depth simulator to have units behaving so predictably by the rules that were written for its mission. I know the CMO devs have a lot on their plate, and it's not fair of me to demand improvements to the AI agents, but from my humble perspective that is perhaps the biggest item holding CMO back. It affects subs, it affects fighters, it affects SAM sites, it negatively affects most units in Command. This goes beyond the scope of this thread, so if others are interested in discussing AI further I would love to do so in its own thread. Imagining a future Command where the units have intelligent game agents makes me kind of giddy :)
< Message edited by Battelman2 -- 11/3/2020 6:26:26 PM >
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