jouninkomiko: i want to try my hand at making an unbeatable, non-cheating AI.
Yes! Go for it!
I'm mostly interested in creating AI helper for the player.
It would be really good to have a scripting language in which everyone could define their AI behaviour, but implementing the AI interface in C++ would be also OK.
The AI interface should make possible to define all-level AI behaviour, add new commands to GUI (like "Go to the nearest metal site and build Mex on it!), also new behaviour commands (like maneuver), communicate with other group AIs.
AI should be able to acess all non-cheating info a player could: it includes the number and position of dots on the radar, resources, metal patches locations, markers set by players (so you could draw an "avoid" marker, and your unit AI would avoid stepping into this territory!), and maybe also info on what you saw in the enemy's base(your peeper saw a Nuke building in enemy's base and your AI warns you that Antinuke is needed;)
AI should certainly have access to all possible commands in game, and it should be possible to create high level commands based on the low level commands.
Lastly the AI should be able to control units and build buildings based on the whole information a real player could gather. (Calculate how to get the resources up the fastest way, what units to build, where to put defences).
So go for creating a global AI interface in C++ first with methods to access to GUI commands, game info, defining AI behaviours and creating new commands.
It's great jouninkomiko and others are working on this topic, I already see a great and customizable deadly AI being born
