Re: AI  weakness
			 
             
			
		
		
		
		One rather hotly debated factor in Combat Mission (a WW II game from another independent developer/publisher) has been the ability of an AI tank (and one of yours, which is semi-AI) to remember where a recent threat (that has now become unseen due to moving behind cover) was and to keep its turret pointed that way, instead of being "distracted" by a minor threat from another direction and turning the turret toward it, thus being unprepared if/when the previous, major threat reappears near where it was recently seen.  Some issues are how long to remember and what constitutes a "minor" threat.  If a tank immediately forgets the old threat, that can be used against it.  But, if it remembers it too long, or overlooks a fairly serious new threat because of it, that can also be used against it. 
 
This is just one behavior of one unit type in a tactical game, not overall fleet-level behavior for galaxy-spanning one, which would be much more complex.  While some memory is vital, if it's too powerful it can become a fixation that causes the AI a different set of problems.  Balancing the two is the challenge. 
 
That said, I agree with Munchausen's observations and examples, and also with the essence of Jubala's 27 Nov. post, that some basic memory is important.  But properly implementing it could be tough. 
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
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