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November 5th, 2003, 03:24 PM
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Re: Dominions 2. AI. Suggestions, that how to fix it.
Quote:
Originally posted by Alneyan:
quote: Originally posted by Zerger:
Different personalities? Maybe...but it would be effective, if the AI itself could change the various personalities in-game, depending on the situation.
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Please name one game where the AI is able to do such a thing, or come even close to that. . In Galactic Civilisations, the opponents have different AI personalities...
Or is this more a question if the AI can switch strategies midgame, depending on the changing situation?
von Schmidt
von Schmidt
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Currently playing: Dominions 2, World at War, Painkiller
Looking forward to: Allied-German War, Dominions 3
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November 5th, 2003, 03:34 PM
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Re: Dominions 2. AI. Suggestions, that how to fix it.
Quote:
Originally posted by cpbeller:
but they could change their "personalities" mid-game though?
if so, impressive....
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Let me add: "Depending on the situation" after your question. That is what was asked for Dominions. (That is the same for you Von Schmidt) Games with "personalities" exist, the problem being to script for a single person a working AI able to anticipate and outsmart the player (that is, able to change its tactics and priority, or personality, during the game, depending on what is going on), and even without using plain cheating. (Say, omniscient AIs)
I never liked Warlords myself, but this AI is said to be good. Then you are right, it comes close to what was asked, with a less complex game. 
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November 5th, 2003, 03:37 PM
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Re: Dominions 2. AI. Suggestions, that how to fix it.
Quote:
Originally posted by cpbeller:
but they could change their "personalities" mid-game though?
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I am pretty sure if an incident where an "Expansionist" became a "Razer" type of personality, burning down the cities down and pressing onward, rather than trying to hold them, which was the behaviour I expected from an "Expansionist". (The names are made up now, it's been a long time since I played Warlords, but you'll get the essence.)
Anyway, that's all cool, but let's talk about different personalities and changing them when there's a good one to build upon.
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November 5th, 2003, 03:50 PM
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Re: Dominions 2. AI. Suggestions, that how to fix it.
Quote:
Originally posted by Alneyan:
quote: Originally posted by cpbeller:
but they could change their "personalities" mid-game though?
if so, impressive....
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Let me add: "Depending on the situation" after your question. That is what was asked for Dominions. (That is the same for you Von Schmidt) Games with "personalities" exist, the problem being to script for a single person a working AI able to anticipate and outsmart the player (that is, able to change its tactics and priority, or personality, during the game, depending on what is going on), and even without using plain cheating. (Say, omniscient AIs)
I never liked Warlords myself, but this AI is said to be good. Then you are right, it comes close to what was asked, with a less complex game. Yes Dominions is more complex, but script these AIs are not impossible, but it will require time.
I don't think that we need different personalities. An upgraded AI, yes.
1. The AI is massing weak troops
2. The AI wont protect his pretender/commanders/priests/mages
3. The AI wont build forts
4. The AI's battlefield tactics could be better
5. The AI is making very odd things. IE. wandering around with his pretender alone etc.
6. The AI won't stay in a province, it is always moving his armies.
7. The AI won't make complex strategic maneuvers. IE. Making a focused attack against a province.
8. The AI won't equip his supercombatants..at least I've never seen that in the demo.
Upgrading/fixing/enchancing these won't require different personalities. A core AI [like the current Doms 2 AI] could do it, if the scripts will be tweaked.
[ November 05, 2003, 13:51: Message edited by: MStavros ]
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November 5th, 2003, 04:13 PM
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Re: Dominions 2. AI. Suggestions, that how to fix it.
MStavros ....
A 'single' upgraded AI for all computer opponents will not work in the long-term because gamers will eventually find flaws/exploits/weaknesses. These will eventually be posted and the developers can't patch the game forever! If human players don't know what to expect from AI opponents because of different personalities the game will be more challenging.
The only other option would be to allow gamers/map_makers a mod tool for adjusting/improving AI strategies.
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edit: adding story
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EXAMPLE of Dominions_II with a 'single' AI personality:
Experienced Gamer vs AI:
So here's today's story if anyone is still playing the game as single players. I brought my 400 troops to his Last fortress while small armies sat on the borders since we all know the AI throws 90% of its men into the fortress when the pretender god is threatened. Next turn walked in and killed him... time to move on.
~~~~~~~~~~~~~~~~~~~
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EXAMPLE of Dominions_II using a randomly selected AI personality out of 10 others:
Experienced Gamer vs AI:
Hello everyone again... today the AI really caught me by surprise since I believed him to have the Arch-Mage personality... fudge was I wrong! As I blindly marched my 400 troops to finish off his pretender god there was 3 strong assassin armies that came out of hiding and stole two territories right next to my fortress. With both our pretender gods surrounded it looks like both of them will be dying. Yikes!
[ November 05, 2003, 14:34: Message edited by: NTJedi ]
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November 5th, 2003, 04:52 PM
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Re: Dominions 2. AI. Suggestions, that how to fix it.
Jedi...what about: do not use exploits. You will cheat yourself, not just the AI.
The suggestion is good, but it would take huge amount of time to script IMHO. Upgrading the AI itself will be a hard task as well, but of course a must have.
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November 5th, 2003, 05:30 PM
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Re: Dominions 2. AI. Suggestions, that how to fix it.
I don't think 'personalities' are that hard to do, nor to switch during the game. In fact earlier in this thread I explained one way to approch it with the externalized AI parameters (MoO3 did this, and it actually worked, though MoO3 had other problems...)
The scripting of the personalities isn't even that difficult if you don't try to get too fancy with it. The personalities are basicly templates that provide the AI with %s of resources to spend on commanders, army and magic. Within those two broad catagories there are several subcatagories. For army its balance of light troops, medium troops, heavy troops, and summons of those classes (you can break out archers and support as well), for magic its what schools to research (for particualr spells) based on your existing ability to use the schools, and how much do devote to research v. summoning (tied to army) v. other spell (direct damage, search, overland...), for commanders its what ratio of Mages to priests to assasins/scouts to infantry/cavalry leaders...
There are alot of matricies to be made, and there are alot of values to add in, and there are even alot of interdependancies between the matricies, but once you've mapped that out, the actually application is easy. Then its up to the devs and players to tweek and mod to find what values work best for what races.
Kris has mentioned (elsewhere) that he thinks its an interesting idea, but he's not sure how much of it can be easilly done given the existing Dom2 code. I know they are taking this seriously, but it is a very tricky thing to do, especially since the Dom2 code wasn't first written with this in mind. Anyway, keep up the suggestions, and try to be more specific then general, there's been enough generalities over the Last few weeks to kill a horse 
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