For Backers Only: AI building stuff

Discussion in 'Backers Lounge (Read-only)' started by Sorian, July 19, 2013.

  1. Ortikon

    Ortikon Active Member

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    Man, it was scary enough when you realised the nukes where on their way. That "oh god, what the heck he's got nukes!" moment has upgraded itself to "whats that air-raid siren sound...wait.....oh no..."
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  2. LavaSnake

    LavaSnake Post Master General

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  3. Quitch

    Quitch Post Master General

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    I hope it's going to send more than one builder, otherwise it'll never finish that engine!
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  4. Sorian

    Sorian Official PA

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    Already taken care of.
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  5. Culverin

    Culverin Post Master General

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    @sorian I urge moderation.
    Please don't create SkyNet :p
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  6. Sorian

    Sorian Official PA

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    Because I am still alive I can guarantee one of two things:

    1) I never manage to create SkyNet.
    or
    2) We never invent a method of traveling back in time.
  7. lokiCML

    lokiCML Post Master General

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    Don't worry about SkyNet. They're working on UberNet. :eek:
    Would the method be bigger on the inside?
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  8. cwarner7264

    cwarner7264 Moderator Alumni

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    Sorry but that logic doesn't check out. Why would Skynet go back in time and kill you before you've finished creating it? That would simply erase its own existence. It would simply kill you immediately after you complete it :)
  9. zaphodx

    zaphodx Post Master General

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    It's the Human Resistance rebels that would return to kill him before he could complete it.
  10. cwarner7264

    cwarner7264 Moderator Alumni

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    Oh yeah. Derp. BRB re-watching the entire Terminator series to refresh my memory.
  11. Quitch

    Quitch Post Master General

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    Sorian, are you able to give any hints as to the order you're working on things, or which items you've completed but which aren't released? Ignoring the fact that there will need to be refinements based on unit addition and rebalancing, off the top of my head I would say the following items are missing:

    1. Use of vehicles
    2. Use of naval
    3. Expansion (AI growth looks capped to me). I'm assuming that this would also mean it uses more fabbers than it does now.
    4. Threat values (partially implemented)
    5. Difficulty customisation, including handicap values, preferred strategy, etc.
    6. AI Overlord (or PA equivalent). That's AI teamwork for those who didn't read SUPCOM2 patch notes.
    7. Means for human and AI to co-ordinate as a team (though right now they can't even be on a team together and I'd guess it relies on implementation of other features like pings). I'd especially like for the AI to tell me what it's doing, ala AMAI for Warcraft 3.
    8. Use of fabbers to support commander advances
    9. Use of orbital weapons/craft (on the way, at least partially)

    Also, are there plans to allow unit banning and, if so, how well with the AI be able to handle that?

    Finally, will the AI understand to play a FFA differently from an X v X?
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  12. shotforce13

    shotforce13 Well-Known Member

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  13. LavaSnake

    LavaSnake Post Master General

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  14. Telvi

    Telvi Member

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    I've read a thread in the Mod lounge and then i had an idea.

    We need interplanetary transportation for 20 or more units, i think this will make the war between planets more fun. :p

    So why shouldn't make an spaceport which holds 20 or more units which is faster then a astraeus in the deep space. Which can only land on the same spaceport on an another planet or maybe which can land for a high amount of energy and metal everywhere.
    Last edited: October 31, 2013
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  15. Sorian

    Sorian Official PA

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    Not sure if anyone noticed in that screenshot, but that is the AI's commander orbiting the planet to bug out before the asteroid hits.
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  16. slywynsam

    slywynsam Active Member

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    He's building skynet

    D:
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  17. dogyaut

    dogyaut Member

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    I only looked on the image with the Astraeus. Now I see, at least they don't give up that easy :p

    btw could you tell us something about planned AI personalities? Will the possibilities be like in SupCom with your Sorian AI - or are you planning on even more :p

    If you have time I recommend you to give AI War Fleet Commander a look...I have never seen such a great complex AI. You can choose between 75 personalities (each AI can have 2 personalities), 10 difficulties, 9 additional AI behaivors (like lazy AI, schizophrenic etc) and 8 AI plots (if main base destroyed AI does a last desperate attempt etc)

    It is designed as 1-8 players vs 1-2 AI

    To be honest it's like a mix between TA, SupCom and SoaSE. Great AI but graphics/sounds whise you have to get used to it - Ok the game was made by one person. Maybe you could get some nice ideas from it?
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  18. LavaSnake

    LavaSnake Post Master General

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    Wow, that's an awesome AI design. Can't wait for Sorian to one up it. :p
  19. dogyaut

    dogyaut Member

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    Maybe this could help you:

    Emergent AI
    In a quote from the developer, Chris Park, "'There are a ton of RTS games out there that are fun to play...The key weakness that they almost all share, in my opinion, is AI that falls apart in advanced play." AI War is developed using "Emergent AI", which differs from standard game AI in that it doesn't follow "decision trees", or in other words, the AI does not have an easily predictable pattern that can be exploited as in most games. Instead, the AI makes decisions on an individual unit level, a concept the developer coins as "Decentralized Intelligence".

    Some other key factors that make the AI War "Emergent AI" unique are:

    • Strategic Tiers – The 3 levels of 'thinking' in AI War: Strategic, sub-level, and individual unit. The critical decisions made by the Emergent AI are based on a combination of these 3 factors.
    • Sub-Commanders – The way the individual AI units work together on a group level, in which they will "Do what's best for themselves, but also take into account what the group is doing." The developer compares this design principle to flocking behavior in the animal kingdom. He also points out that because of this design mechanic, the AI is "fairly untrickable", meaning they won't often fall victim to the same tactic.
    • Fuzzy Logic – This mechanic is designed to prevent players from "knowing" based on standard logic what the AI will do. The general concept of this design strategy is to prevent the AI from being predictable by programming them to not always make the "best" choice, but instead choosing from a larger selection of possibly sub-optimal choices, to prevent the player from being able to easily understand and therefore counter them.
    • Intelligent Mistakes – The intentional programming of the AI to make "mistakes" on lower difficulties, to make the game easier for the player. Since the AI at its full operating capacity is reportedly an extremely tough opponent to face, the developer designs the AI to be less of a challenge on easier settings.
    • Asymmetrical AI – A design which simplifies the AI reinforcement/attacking process by simply giving them reinforcements of units they need in important locations (on a timer), rather than over-complicating the design with the build process that humans use.
    *Taken from AI War Fleet Command wikipedia page.

    Ok the last bulletpoint will not work in PA, but I think the other points are quite interesting!
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  20. slywynsam

    slywynsam Active Member

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    What game is this and where can I try it?

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