Neilster
Posts: 2890
Joined: 10/27/2003 From: Hobart, Tasmania, Australia Status: offline
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quote:
ORIGINAL: ravinhood The problem I find in most AI design is that developers attempt to do the impossible and make an ai that "plays fairly". In their attempt to make a machine equal to a human many fail time and time again. A few like Meier, Mad Minute designers, Slitherine have moved away from this "must be fair and equal to a human" programming and created what I would think most game players want....a "challenging AI". Now, I'm one of those that doesn't care if the AI knows where my units are or if it gets experience or even die roll modifier advantages and these are things I've asked for time and time again some sliders or something where the individual player can modify the combat statistics in an options menu. It's one of the best things about the Combat Mission and Steel Panthers series where I can give the AI more units or myself less and also increase the experience levels of these units and add +1, +2 or +3 modifiers. I would like to see those options go one step futher with die roll modifiers as I believe the SSG games have. Having the ai run thru all these decision codes for politics and resource gathering, I think just makes it harder for the ai to play a good game. I've always said less means better when it comes to an AI. An old game "Empire Deluxe" certainly will show most anyone what an ai with less can do to a human player. There's plenty of settings/options in "Empire Deluxe" for anyone to reach that ultimate "challenge" that I would think they are looking for. Objectives are important and programming an AI to obtain and hold these are important, but, not to the point of banzai attacks just because there is one in the human players possession and going from a winning situation to a losing situation as the AI in the Combat Mission series does time and time again. The AI should definitely always do a victory check vs time left in the game. If it's ahead and there's very little time left there is no need to make advances to other objectives. It should go into a defensive or probing posture and force the human player to advance and take those banzai losses instead. ;) Trying to make the game TOO historically accurate. Of course it shouldn't have modern day like tanks, but, it also needs to play against what the human player does vs what was done historically. It needs to "react to the situation" and not to what the history books says it should do. This comes to the question of "must" there be a D-Day invasion timed specifically to what happened realistically? To me if you make a game designed for a history lesson the game loses that "whatif" ability of change. If the AI always does this or that every single game, the human player is going to "react" to it every single game. Much like MTW's Horde invasion, we all know exactly the when and where it's going to happen and setup for it. Therefore there needs to be variables to given situations that change from game to game, but, not so much so that it is beyond believeablity. Probably easier said than done huh? lol Bottom line is the AI's clear objective in every game should be to WIN, not just delay or harass the human player, but, actually play to WIN and that's one of the major issues with craptastic AI's today. They are merely programmed too much as a road block instead of with the mindset of WINNING!. Many experienced gamers feel that AIs that are improved by cheating are highly unsatisfying to play. I raised this several years ago on the Yahoo WiF discussion boards and received replies that convinced me that this is not the way to go. With regard to game AIs being generally crap, I posted this earlier... 1. The mechanics of MWiF have been playtested to death by thousands of experienced players. Hence, in comparison to most computer games there is a huge amount of background knowledge to assist in producing the AI. 2. The head programmer is experienced both in WiF and AI techniques. 3. Unlike most games, it's not being rushed out to get a quick return on investment ("We'll patch the problems later" etc). 4. MWiF's complexity is already nicely constrained by the turn/phase structure. I believe this will assist in writing the AI. 5. There will be a proper testing program. As a result I'm confident the AI will be significantly better than that in the vast majority of games. With regard to your concerns that the AI might be swamped by complexity, a look at the posts of composer99 and Froonp on the grand strategy threads might be worthwhile. If you've played WiF, you'll know that the game doesn't slavishly follow history. In fact, many players would like it to do so more and they can force it to, to a certain degree, with optional rule choices. Optional rules can also be used to change play balance, so if you're playing the AI and you feel it's too weak, choose some rules that help its side. Cheers, Neilster
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