Helper AI

Helper AI

Here is where ideas can be collected for the skirmish AI in development

Moderators: hoijui, Moderators

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jseah
Posts: 42
Joined: 10 Jun 2008, 03:28

Helper AI

Post by jseah »

Given that its possible to play Spring with two controllers sharing an ID (and thus a starting commander), is it possible to build an AI that depends on a human giving it top-level orders while itself micromanages units.

I'm thinking something like this:

Human: *Designate polygon area as safe for economic development*
AI: *Sends con units to build extractors and power plants*

Human: *Conserve units and don't attack*
AI: *does not attack, uses units to defend*

Human: *Launch attack following designated path X*
AI: Moves spare offensive units not used in defense to attack according to said path.

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That way, AIs don't have to worry about strategy as the human handles it. And humans can let the AI manage everything for them and simply play on max zoom after the initial economy is built.
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Helper AI

Post by hoijui »

yes sure, thats possible.
you could give commands to the AI by chat or with the draw commands (marking areas eg). even more interesting would be if the AI would try to learn how you selected the save areas eg, then it could later do it itself, without a humans help.
maybe it would be better to do it with one or multiple a group AIs. eg one for economz building, and one for defence, and the human player assigns them their areas.
tberthel
Posts: 59
Joined: 12 Jan 2008, 06:17

Re: Helper AI

Post by tberthel »

I think the key would be the LUA Script <-> AI work.

Using the human input through LUA Scripts to talk to the AI would be what I will probably end op doing.
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