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#111 | ||
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Location: Agalli, Albania
Posts: 271
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#112 | ||
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![]() crap? really? Where are you getting this AI knowledge from? Cause if you are correct you must have a helluva GO AI programmed somewhere. Are you aware at all the ONLY "actually better than human" AI is for Chess. A VERY constrained game as far as move and ability choice is concerned. For any game involving concepts more difficult than projecting constrained move choices into the future, game AI's simply become a finite option expert system that one tries to make as robust as possible.
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#113 | ||
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Location: Agalli, Albania
Posts: 271
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![]() First, i would like to apologize, crap might be to strong of a word. My intention was not to insult anyone.
i would like to apologize for taking this thread off topic, so this will be my final response on this subject. Quote:
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But all that has very little to do GAME AI. I am full aware of problems of game AI. What are the problems of game AI? PROBLEM NO. 1: No matter what game players say they want, what they really want is to WIN. Off course they don't want the opponent to just roll over - no they want a glorious battle in which they have to use all their ("superior") brains, knowledge and experience. And they want to win... There is no fun in losing, especially against a computer. This demands put AI on the losing side from a get-go. It also creates bunch of subproblems:
In many games AI has to be dumbed down to make the game even playable. This all leads to simple systems that are based on untested heuristics, cheats and stacking odds against players, which are easier to develope and better suit the purpose. IN CONCLUSION: To address your original question: NO, i don't have "helluva GO AI programmed somewhere", but that has nothing to do AI "having hard time keeping up", it has everything to do with it being a GAME AI and it's natural limitations as well as it's goals. Knowing all this, i rarely knock on game AI (which is getting better all the time), i just wish game developers would make more effort on strategic part of AI (not just tactical and pathfinding), instead of saying it's next to imposible and just do some simplistic model that can be figured out and countered in about 15min of gameplay. p.s. i apologize for any spelling errors.
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#114 | ||
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Posts: 957
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![]() As a gamer, I do not want only to win. This is not why I play, online or single player.
I do want an intelligent AI/player. Intelligent doesn't mean headshot every signle time, that is accurate and knowing where you are, that is not a matter of intelligence but of design/cheating of the AI since not playing with the same rules. The joy is not in winning but in playing. I accept that some gamers see it as you do, but, not all do so, so please don't say that every gamer thinks the same thing/wants the same thing. I want better AI, not cheating AI. BIG difference. |
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#115 | ||
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![]() LOL I PLAYED Traveller in real life. A LOT. I even entered the Trillion Credit Squadron contest. Sniff! Me am so old.
It is VERY funny though that as proof of your strategic AI argument you chose and ENTIRELY tactical example. TRAVELLER High Guard rules did NOT contain much about logistics or empire management. The contest you refer to is about ship design for tactical combat. While there were rules about assault ships and marine boarding parties I dont see anything in that article about using them. Now IF it had said the AI then went on to play FIFTH FRONTIER WAR and kick behind at it...THEN your point would have been made. Your points about what players want and need from AI's is very good. Your point asking that "more time" be spent on Strat AI's is a gross oversimplification. I agree that often you find inferior strat AI's but that is not always due to lack of effort. I was trained to be an AI programmer. I know the difference between a moment of true AI inspiration and just good guys trying their hardest. There is NO cut and dried path to strat AI programming. It is a wildly unconstrained problem. Sometimes in games like GC2, you can constrain portions of the game itself so the AI can deal with it easier, but that is not always an option. Choosing examples based on MIT research teams is NOT your average game dev situation either. But whatever...its not like people haven't made money convincing folks their AI was the be all and end all of things when its was just cleverly disguised average. I could follow the same path and babble on and on about how our AI will steal your wallet and rent porn while you play. Instead I choose to treat gamers like grownups and say the SotS AI is damn good, but the game runs so deep that a human opponent will always be more surprising a year later. (Hence my deep seated belief in multiplayer) Though I know marketing guys wince when I say stuff like that. :blink: (For the record, while SotS ship construction is not quite so open ended as High Gaurd (which was based on tonnage and percentages, while Sots is based on a large a variety of section choices with relatively fixed attributes) the actual tactical options when it comes to weapon selections and ship performance is at least an order of magnitude more complex. And of course there is the whole actual strategic portion. :whistle: SotS also requires an AI that can handle 4 different drive system rule sets and of course racial tendencies and diplomacy) |
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#116 | ||
![]() ![]() ![]() Join Date: Feb 2004
Location: Agalli, Albania
Posts: 1,021
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![]() But he was correct on many things. let's say for example C&C:
you start off with a few footsoldiers and MCV. you start building your base. but hey the computer already has the base and all upgrades, yet he decides to send only a fraction of an army to attack you possibly even only his footsoldiers instead of tanks and all. is that intelligence? no. i am sure that is just made to make the game more interesting. because otherwise you would loose immediatelly. As for more strategic, turnbased games - i haven't seen a good one yet. but then again i haven't played much of the new startegy games. yet i think the built in idiocy is still present - i.e. no attacking human untill human is strong enough to defend and even then - no full scale, risky, suicidal attack. as for bots in HL mods and others - i don't know much about programming but i was a tester. and no they don't cheat when they give you a headshot, they just calculate it more acuratelly. they calculate better how to counter the recoil and also their reaction time is better. they dont' need a wall hack to do it. how do i know this? because we gave them same parameters as a human would have (to their weapons, recoil...) but the result was that they were godlike when you faced them and the only way to kill them was to shoot them in the back. they managed to calculate the parameters much faster then you and to counter the recoil of rifles and pistols. so the only way to make the game interesting was to make them more dumb - slower reaction rate, high rate of fire and artificially made recoil and misses. now that's not cheating. it's a fact that computer calculate faster then humans. otherwise we wouldn't be using them at all. why would marketing guys be "against" multipalyer? personally, in this time, i believe that single player should be made good, so you can train there while multiplayer is to play with some intelligent opponet that is actually a person. not to mention that multiplayer can bring in quite a lot of money, especially if subscription in involved (e.g WoW).
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Crantius Colto: Fear not. You are safe here with me. Lifts-Her-Tail: I must finish my cleaning, sir. The mistress will have my head if I do not! Crantius Colto: Cleaning, eh? I have something for you. Here, polish my spear. Lifts-Her-Tail: But it is huge! It could take me all night! Crantius Colto: Plenty of time, my sweet. Plenty of time. From The Lusty Argonian Maid by Crassius Curio found in TES3: Morrowind |
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#117 | ||
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Location: Valleyfield, Canada
Posts: 4,892
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If you want a very good strategy game, I recommend Original War. |
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#118 | ||
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Location: Agalli, Albania
Posts: 1,021
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![]() actually, even when he knows you are there he never attacks with full force. in many missions he attacks you MCV as soon as it get's on the map. but they only seems to be the guards (they are on those possitions on the start). so when they already know you came they still don't do nothing with their heavy force. how do the know where are your buildings if they never saw them? how can them make airstrikes on them if they don't know where they are? cheating?
nah they are made a bit dumb intentionally. but i did notice in scirmisch game in red alert that he builds new turrets and may attack even with full force. but the problem is that you start building up at the same time. so his full force in that case is no match for yours. unless you double the number of opponents. problem is they don't know when to pull out, do strategic simultaneous attacks - frontal attack and a few second later smaller attack on some othe risde...
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Crantius Colto: Fear not. You are safe here with me. Lifts-Her-Tail: I must finish my cleaning, sir. The mistress will have my head if I do not! Crantius Colto: Cleaning, eh? I have something for you. Here, polish my spear. Lifts-Her-Tail: But it is huge! It could take me all night! Crantius Colto: Plenty of time, my sweet. Plenty of time. From The Lusty Argonian Maid by Crassius Curio found in TES3: Morrowind |
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#119 | ||
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Posts: 957
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![]() Are you basing your argunment about AI on Command and Conquer? Hardly the best AI , even for RTS.
I am very surprised to read that you have never played a good turn based game. Is this solely on AI performance? GalCiv II can be quite good, Conflict Europe is good, and there are so many hundrends TBS games that you never liked any one? Wow. Perhaps, if AI is the problem, you should devote the rest of your life to develop a great AI for games. :blink: |
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#120 | ||
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Posts: 54
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![]() I say the same thing everytime I see on of those commercials trying to suck money out of young folks to train to be game designers. If they REALLY wanted to help and to get people good jobs in the industry the first thing on the list would be a 4 year course on AI and advanced game theory.
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