Tuesday, April 17, 2012

AI Ideas - What would you like to see?

This is a little discussion of what you would like to see from AI mods.

Or Ideas you think could make AIs better and more fun to play.





My first idea - (and one of the plans for my AI)



I would like to see AI's able to really evaluate their surroundings and modify their construction accordingly.



For example, instead of making a water AI, I would like all of my AI's to know how to play on a water map.







Edit:

And if you have any other AI discussions, I encourage you to make a thread about them.

ie . we have a new section lets use it

ie . lets stop cluttering up Sorian's thread with every little AI discussion we can think of

:wink:|||Less techy AIs, I find it rather boring when the AI focuses on experimentals, T3 arty and nukes.|||@brent_w: 2.5 has some new features that support this same idea. Check out my sorianbuildconditions.lua file. There are a few functions you would be interested in; MapGreaterThan, MapLessThan, and IsIsland. The first two are for buildconditions based on map size and the last one is for use in detecting if the map is an island or not. Feel free to use them if you like, documentation is in the file. Let me know if you need more info.



I also added some new buildconditions for 2.5 that check for enemy units in a radius around your base. It has limited use in 2.5. I plan on using it to create strikeforces if an enemy starts to build something near the base. Same file; GreaterThanEnemyUnitsAroundBase and LessThanEnemyUnitsAroundBase. Again, feel free to use then if you want.|||sorian|||I don't consider it stealing, just let me know and maybe give me a little credit. It isn't like those functions took more than a couple minutes.



I like AI mods and want to do everything I can to a) Make a really hard one, and b) Help others in the community make AI mods to get more variety out there. That is why I wrote/am writing a guide and why I offer to share the code I wrote with others.|||Honestly I would like to see an AI that can utilise new units without the need to hook & edit AI scripts directly.



Possibly some way the AI can look for catagories in the units blueprints and determine the construction and basic use of them from that. Heck i'd be willing to add customized catagories to all my units if this was needed to make this work.



An example of what i am thinkign about would be when the AI goes to build an assault group it would automaticly look for blueprints with "assault" in the catagories section in adition to building standerd siege bots. So if multiple units had this catagorie then it would mix and match between them.



Dono if its possible but if it is then it would probobly make the good AI mods (sorians comes to mind directly) able to use custome units without any tricky codeing. Just a thought.|||I would love to see support for that, I just don't know how it could be done. There are so many files that need to be modified to make the AI use new units.|||Sgt Doom|||AIs that tend to throw more T3 SAB 100 unit armies at you while the odd experimental and nuke thrown in would be perfect. Though, sorian hasnt thrown a nuke at me in a long time, not sure if thats a good thing or a bad thing :?



and if someone could make an AI that did accept new unit packs that would be perfectly awesome|||*cough, use AI mod forum please, cough* :D|||Aralez|||lol, sorry, i posted this in the wrong thread :oops: :oops:|||Better designed firebases. I know this is a challenge for you guys (if possible at all), but at present the firebases are far easier to break than they should be. There's no logic to their arrangement, and far less than optimal use of shields, TMDs and turrets.|||I'm looking at firebases.



The problem is I have not yet figured out how the structure placement works really. So my best guess is to play with the order it builds them, (because it usualy builds in the same or very similar patern), until I happen to get an order which puts everything in a good place.



That said, Have you tried my AI yet? I think it builds a pretty good firebase for an AI. I can make it better though, definitely will work on that for next time.|||Sorry - moving house this weekend, and then no internet for 2 weeks apart from work. I'm only typing this to skive from packing boxes :mrgreen: . I'll download a few mods this evening, yours included, and have a go offline in the next fortnight.|||Xenoc|||Yeah, saw it lurking in the forums earlier. I'll grab it in a while, once the better half has gone to the shops...|||I'd like to see an AI that can stand up to a determined early rush.|||id lke to see an AI that can effectively use air units.|||I'd like to see an AI that literaly, copies your every move, instantaniously, even if you cheat something, then to make it even better, you could have a perfect 10x10 flat map where every single mass spot is in the same place on both sides.



Do you know how F*cking impossible it would be to beat that? unless you do something completly un-orthudox, you win=it wins|||Exavier Macbeth|||would like to see an AI that actually uses formidable sized armies with actual micro



they seem to just send out little skirmish parties and forget about them

there arn't really any "OMG WHAT THE HELL IS THAT ON MY RADAR" type things, and they like to fight to the death, heh|||coordinated attacks

and ai's

that you can change the difficulty of in battle

with a command in chat or something :)|||An AI that uses really impressive battlegroups (LOTS of units at the same time) instead of the constant trickle of small raiding parties would really be nice.|||viperj

No comments:

Post a Comment