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.
AI Complexity
Moderators: hoijui, Moderators
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.
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.
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- Joined: 15 Dec 2005, 11:24
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.
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).I do not know how well this functions yet, but whem sub finishes AAI, it will basically do what you are saying.
Anyway my point is reasoning != learning
