Author Topic: Different AI for special characters  (Read 2603 times)

hailstone

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Different AI for special characters
« on: 4 October 2007, 01:29:40 »
Quote from: "lodemia"
"A modified client could move his forces automatically when it senses an enemy presence and fight the battle without any human intervention - if the cheater is good, he might devise algorithms to fight battles more efficiently than a human could manually - like moving forces out of the way right before having the dragons fire and then moving the forces back in immediately - stuff that is very difficult for a human to do efficiently. Or coordinating many different types of units all at the same time which a human might have trouble with."
from http://www.glest.org/glest_board/viewtopic.php?p=12129

I thought it would be a great feature to have different AI for different characters and possibly have upgrades or specials that increases the 'skill' of the AI. I'm dreaming at the moment so don't think this will be implemented any time soon but could be possible for a game AI enthusiast.

I reckon this would make the game seem like there is not just you giving instructions but working together as a managed army.
« Last Edit: 1 January 1970, 00:00:00 by hailstone »
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myles

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« Reply #1 on: 4 October 2007, 19:25:09 »
Well yeah it would be pretty cool, just a XML file with different values like Deffence, Offensive, Ecenomic, and just have them out of 1. So like you might have -

Deffensive - 0.4
Offensive - 0.2
Ecenomic - 0.2

Surealy there must already be  somthing similar to this in the code?
« Last Edit: 1 January 1970, 00:00:00 by myles »

jbr

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« Reply #2 on: 4 October 2007, 23:53:38 »
Ohhhh... That's a great way to do it! If there is some way to control specific behavior groups, that would be awesome.
« Last Edit: 1 January 1970, 00:00:00 by jbr »

hailstone

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« Reply #3 on: 5 October 2007, 01:50:42 »
Perhaps some sort of 'AI scripts' which you would refer to in the xml?
« Last Edit: 1 January 1970, 00:00:00 by hailstone »
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