AI Complexity

AI Complexity

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

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Ged coldplain
Posts: 10
Joined: 15 Dec 2005, 11:24

AI Complexity

Post by Ged coldplain »

Hello, I am just wondering how ├óÔé¼┼ôadvanced├óÔé¼┬Ø an AI you people can create using spring as a base, I mean, will it be as ├óÔé¼┼ôprimitive├óÔé¼┬Ø and unable to evolve as those seen in most rts games or do you believe you have the ability to create an AI able to ├óÔé¼┼ôthink├óÔé¼┬Ø a bit itself and not just follow pre-determined patterns?

Sorry about any bad spelling, English is not my first language.
renrutal
Posts: 84
Joined: 28 Apr 2005, 16:45

Post by renrutal »

Right now the AIs are only limited by our design decisions, our own programming abilities, the amount of time we spend coding them and the amount of computer resources we want them to use.

Well, probably, of course, the limits of the programming language we're using and the limits of the game engine too, dunno if they play a really big role nowadays with the current state of the AIs.
Ged coldplain
Posts: 10
Joined: 15 Dec 2005, 11:24

Post by Ged coldplain »

Interesting, so you are theoretically able to create an AI that can evolve its tactics over time, well, it is far fetched, but still a fascinating thought.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

AAI, developed by submarine, is already doing a simplified version of this. It is (theoretically) able to learn which units are good against what, which units should be built more, which units to do what with ect. I do not know how well this functions yet, but whem sub finishes AAI, it will basically do what you are saying. Some of the other AI's are planning to eventually take this step, but they decided to get a working base down before implementing advanced stuff like this.
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

I do not know how well this functions yet, but whem sub finishes AAI, it will basically do what you are saying.
Not entirely though, a "thinking" AI would use reasoning algorithms, while AAI so far adapts it build patterns based on experience. I'm not sure what submarine wants to do with it in the future, but it will probably not include reasoning I think, because that is very hard and CPU intensive thing to do with an rts (IMHO).
Anyway my point is reasoning != learning ;)
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

see NTAI X thread.
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DeathHawk
Posts: 278
Joined: 19 Oct 2005, 02:02

Post by DeathHawk »

ooooook then common you little AI develpers get those learning implants in those AIs :wink:
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