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Author Topic: Stupid AI tricks  (Read 798 times)
BS-er
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« on: July 22, 2007, 07:30:53 PM »

To make the AI seem a little smarter, I now have them go around a building or other object if it is obstructing the enemy it wants to shoot.  While that is smarter than just bumping into the building, it can have some humorous consequences.  I watched as two combatants circled a structure for what seemed like an eternity, so that they could attack each other.  On one hand they did seem kinda smart in their awareness of the building, but not very realistic to circle it in the same direction for eternity trying to shoot each other.  One possible solution is to have an AI unit switch its circling direction if it seems to go on too long with no engagement of the enemy.
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CmptrWz
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« Reply #1 on: July 22, 2007, 10:15:23 PM »

Just make sure you randomize the timing a bit, or you may have BOTH AI ships reverse at the same time.

Could also be humorous to see an AI INTENTIONALLY staying on the opposite side of the building from another ship(such as a non-combatant trying to avoid being shot at).
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« Reply #2 on: October 26, 2007, 07:49:00 PM »

As another suggestion, toss a little random delay into when they do anything.  All it takes is 1/10th of a second here and a 1/2 second there before they turn, move, etc. to make them seem more human and less like a hive mind.

If duplication across the network is an issue then assign a random 'lag' to them on a unit by unit basis as they're created.  It's only natural that you'd have some Gomer Pyles in among the Chuck Yeagers in your outfit...  Smiley

This would also allow you to have units that seem to have different skill levels, when in fact it's just that some are slower to react than others.

-Av-
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OvermindDL1
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« Reply #3 on: October 27, 2007, 12:34:58 PM »

It is easy to syncronize a random seed across network computers, just must make sure to always make the same calls on all of them, such as how BZ2 does it, and hopefully not how this game does it.  A proper client/server like most games now (not BZ2) then the server would do that processing and just tell the clients how to render, no syncronization issues at all.
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TheJamsh
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« Reply #4 on: December 28, 2007, 07:12:05 PM »

im very new to this i only discovered you forum today but i would like to bring up an AI point..

gun tower/turret AI

learning to prioritise targets would be a highly desired feature...
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