General strategy game AI vs normal character AI

General strategy game AI vs normal character AI

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discodowney
Posts: 47
Joined: 19 Apr 2010, 15:31

General strategy game AI vs normal character AI

Post by discodowney »

So im on a section of a report dealing with the problem in the title. So far ive got the following in strategy games:

No states
Continuously building towards short/long term goals
External stimulus (players actions) not as important. AI will attack player at some point regardless.

Anything else?
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: General strategy game AI vs normal character AI

Post by AF »

hmm Im not sure what you mean here.

For example do you mean NPC AIs versus RTS Base AIs? Or do you mean a handful of global unit management structures that act upon all units, versus numerous individual small AIs attached to specific units?
discodowney
Posts: 47
Joined: 19 Apr 2010, 15:31

Re: General strategy game AI vs normal character AI

Post by discodowney »

NPCs AI vs RTS Base AIs.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: General strategy game AI vs normal character AI

Post by knorke »

what about really simple state machine like AIs?
ie:
if eco value < 15 then build eco else build tanks
if number of tanks < 20 then defend else attack
discodowney
Posts: 47
Joined: 19 Apr 2010, 15:31

Re: General strategy game AI vs normal character AI

Post by discodowney »

I kind of mean from a high level persepective. I you were explaining what the difference was between the two in terms of goals or how they go about achieving them goals.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: General strategy game AI vs normal character AI

Post by AF »

Im not sure, since although the context is different, the practical implementation isnt quite.

For example, I can think of vision systems which may not be applicable to RTS AI, but then an idea involving such a system will pop into my head. Or I may think of an RTS AI mechanism, but then realise that this system controlling an FPS NPC, is no different from the RTS system with only 1 single unit under its control, or a group of NPCs in an FPS game.
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