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My AI is so frustrating
My AI is so frustrating
| Name: | Scott Coursey | |
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| Date Posted: | Dec 24, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Scott Coursey |
Blog post
I have a long way to go before I complete my strategy AI. The reason I'm saying it's frustrating is because it's working very well. Ok, too well. As I'm testing the AI, I need to play around with it during a game.
I'm realizing that I can't really beat it.
Not that it's flanking me and wiping out my forces or anything. It just sits on its Keeps and buys more units when needed. It's forcing me to come to it.
Just now, I had enough gold to purchase 27 soldiers. Talk about a huge battle. I gave up.
I'm realizing that I can't really beat it.
Not that it's flanking me and wiping out my forces or anything. It just sits on its Keeps and buys more units when needed. It's forcing me to come to it.
Just now, I had enough gold to purchase 27 soldiers. Talk about a huge battle. I gave up.
Recent Blog Posts
| List: | 01/24/07 - Claude gets a makeover 12/30/06 - Finally, I can beat my game! 12/24/06 - My AI is so frustrating 12/22/06 - Progress on strategy AI... 12/17/06 - Gotta love scripts... 12/12/06 - My brain hurts... 11/29/06 - Raiders of Leeros pre-beta DEMO 11/26/06 - Filtered Movement Maps Done |
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Submit your own resources!| Brian Hill (Dec 24, 2006 at 04:24 GMT) |
In any case, it's easier to make a smart AI dumber than it is to make a dumb AI smarter.
| Anton Bursch (Dec 24, 2006 at 04:50 GMT) |
| Tom Eastman (Eastbeast314) (Dec 24, 2006 at 05:49 GMT) |
Can't wait to see it in action though!
| Scott Coursey (Dec 24, 2006 at 06:38 GMT) |
Hey, for a teaser (and to get a feel for the style), here's a sketch I did last night of a dragon I'm going to put in.
courseytechnologies.com/graphics/screenshots/dragon_rough.png
Of course, it'll be scaled down (pun) and colored. The fine details won't show up in the final version.
| Oliver Rendelmann - DerR (Dec 24, 2006 at 08:43 GMT) |
| Scott Coursey (Dec 24, 2006 at 12:47 GMT) |
I did run into the overwhelming army yesterday. The AI had a Keep with nothing defending it. I approached, and it used all its gold to purchase soldiers. Me with my poor little single guy against an onslaught. It wasn't pretty.
| Jason Reid (Dec 24, 2006 at 14:35 GMT) |
If the AI is just turtling (booooring!), but you can beat him anyway, then fix the AI.
If the AI is just turtling, and you can't beat that strategy, then fix the rules of the game. Otherwise, it'll be just how your opponent plays in (potential) multiplayer.
| Tony Richards (Dec 24, 2006 at 16:07 GMT) |
| Treb Connell(formerlyMasterTreb) (Dec 24, 2006 at 16:36 GMT) |
| Scott Coursey (Dec 24, 2006 at 17:51 GMT) |
| Dx (Dec 24, 2006 at 22:49 GMT) |
i mean i suppose you could make that rule global, cause i'm guessing the human element would figure that out pretty quickly when it's about to be slaughtered and is shouting at the screen "COME ON!!!!, just a little bit more! PLEASE COME ON, BUILD DAMN YOU!", plus as an added bonus it would stop people turtling like that in multiplayer games, would also add a fun yet very frustrating element to multiplayer matches, also other humans in the multiplayer games would be able to guess where the enemy human is focusing the attension by how the stronghold is building which might add a lil more strategy and fun cause people could choose to either demoralise enemy human players by attacking and taking over strongholds that they guess the enemy human is focusing it's attension at or just try and be sneaky and take strongholds that the guess aren't being monitored at the time.
a cool idea that you could implement would be if the camera is within a certain distance of a unit or a stronghold the unit gets a moral bonus or a stat bonus of somekind and the strongholds in that area build a little quicker....ok maybe that idea cancels out my suggestion of solving the problem....sorry, i tend to go off on a tangent.
is this for the the raiders of leeros game that i read and saw screenshots about or is it something new?....just curious :P
oh well, sorry, gone on enough, i'm just think-typing don't know if anything i said helps or anything like that, hope it does good luck and hope to hear more from you :)
Edited on Dec 24, 2006 23:02 GMT
| Scott Coursey (Dec 25, 2006 at 00:59 GMT) |
I like the idea of slowing the build time down for the AI. As for the general rule, no, there is no construction time. You request it, they pop out. While it does make sense for a construction time, I hadn't considered it until now.
As for the number of seconds, that won't work in this game. Since it's turn-based, you could see your enemy approaching one turn, then the next, you could be overrun. If I implemented the rule of "request a build, get the unit next turn", that would eliminate the turtles, mostly, but could also introduce some chances the units, gold, keeps, etc could get lost while waiting for them to come out.
Well, that is just part of the game, I guess.
I have lots to think about.
I'll get my AI written up, the way it's designed, and hopefully get a demo out to y'all and get some feedback. I already have the multiplayer part done, so it's basically: AI, unit art, sound, and campaign mode (maps, storyboard, etc). The core engine (scripts) work wonderfully.
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