Storms points and the points of you all worrying that you will not be able to have fair games because of n00b b*stards and coders who aer up to no good decide to code a GroupAI that gives them so much more than they should do that they cannot possibly be beaten by a human is questionable but it is still a valid point that does not have a clear solution.
I have attempted to list possible aides in preventing these fiascos and gut wrenching problems. Remember I am in a position where I need the GroupAI to do what I am doing with skirmish AI and it is the only interface I have till the GlobalAI interface is finished.
The GroupAI is already in use for such things as metal maker AI etc, which will be missed if erased unless built in as a sub-behaviour meaning another discussion and more argument.
As of now there is a very, very, very small chance of you getting GroupAI removed but that is a very, very unlikely outcome. Your aims should therefore be placed on limiting the power and abilities of the GroupAI interface to provide an AI with what it needs, but that makes my job a lot harder than it needs to be.
Of everyone here, who knows how to write a GroupAI save SJ me and napalm? I bet you the possible users outnumber the people who could do it. And of those people, who would have the time to code something and research the necessary tools to code it without ti interfering with other things? For one you have to code the AI to understand your actions and figure out what it wants you to do *he told me to attack that missile tower, does he want me to kill all the missile towers or just those in that area, or does he mean AA weaponry and no just missile towers? *
AI dealing with playing the game for you?! Maybe those sorts of things would do in a skirmish AI but in a normal human v human game? For one the sort of strategy from an AI that aGorm pointed out would be terribly predictable once put into action and could easily be eliminated with an *every time AI does that you do this*. Perhaps you could implement a tactical agent system for attack like I have planned for TAI? But will you really be willing to start numerous tactical agents by hand while your enemy is fighting you and pummelling your defences?
RTS AI is pathetic; it is the most backwards area of AI research and does not compare with AI in FPS games etc.
I would say that if people where pushed to this the first AI of the sort you and storm fear would be a variant of TAI or another skirmish AI, simple but does the job, iffy about control since it's not designed to share the interface with the human and easily sought out by the other player.
Then there is who would do that?
This is a silly solution which doesn't approach the problem at all. It will simply divide the community into those who use the AI's and those who don't. And it doesn't solve the fact that the AI's are a bad idea in the first place at all. It is "ignore it and it'll go away" logic, which never worked in the first place.
Yes but those people will then find themselves as a minority as nobody would play against them, they'd end up playing against the AI itself and they'd loose all fun from the game and drift away.
And mongus; What the hell are you talking about? Are you reading the same thread as we are?
Mongus was saying that this debate is over and leads to no conclusion; though it may still be productive it is overall a negative and not a positive.
Please people, noone has countered any of the points I have raised. I suppose I'll have to wait for SJ or 10053r.
I think it would be wise that you post a brief summary in bullet points of what your points are as some people obviously have lost track of them.
Now lets see where this heads:
Current way spring is heading the AI will have to take in more and more information. Buggi├óÔé¼Ôäós satellites, SY's energy web plans, huge maps, they're all making the game wider in a way humans may be fine with, but the AI will not. Calculating how to deal with energy webs on an epic size map may just aswell cripple a GroupAI and the system its on when joined by everything already there and satellites and weather and terrain properties of the new map format etc.....
Count yourselves lucky that a sufficient GroupAI to cause what you predict is still hard to code and is getting harder as we go along. Humans are abstract, the AI deals with numbers and values and calculations, something that a human tends not to save resources and build times which aren├óÔé¼Ôäót precise values in an algorithm. Yes the AI may be able to build things at best but don├óÔé¼Ôäót we all follow a pattern when building in the first minute or two for certain maps? Is that unfair? After all the AI would likely do the same as we have done by testing different combinations till we find the best that suits us. Maybe the fact that humans can learn is enough? Machine AI that learns is costly system resource wise and takes a lot more time and effort and thus would only ever be worth it for a skirmish AI and even then it would need to be restrained because of system resource issues.
But unlike calculators, computers and other machines, the end user isn't some consumer at the end of an assembly line, the end user is the very person the machines are invalidating.
Your logic is flawed in terms of consumer, we are the consumer and the customer, if the AI however controlled then the AI would be the customer and the human the consumer. What you are referencing is a skirmish AI and skirmish AI can be beaten. A skirmish AI guided by a human player however is what I see your worries are actually about.
People aren't expected to build precision instruments or attempt high-speed construction.
Are you suggesting they use game trees to solve the equation that is the battlefield? I thought the battlefield was variable; constantly changing, and such a tree or construction would be very costly and could never be finished in an rts environment without the use of an infinite amount fo supercomputers.
People aren't expected to calculate complex math equations.
We have heuristics for that, something the AI cannot do, we can gage things and compare and take in every detail while an AI has to have those defined to use them, and then an algorithm.
There are simply things that humans cannot compete with.
There are simply things an AI cannot compete with, remember we are sentient they are not.
Again, you are not actually dealing with any of the points I raised. The guardian point was to show how an AI can be used to abuse a certain system of the game. Imagine getting all my bombers to do make sure that they always off-screen bomb (or line bomb), etc, etc.
Point taken but this is a sub behaviour that should already have been implemented but hasn├óÔé¼Ôäót. *if miss target will it hit friendly unit?*. And considering this is a simple behaviour that cancels out something that is of great nuisance and is detrimental to the enjoyment of the game I suggest this be implemented, however a poll should be created and consensus reached first.