ralphtrick
Posts: 4447
Joined: 7/27/2003 From: Colorado Springs Status: offline
|
quote:
ORIGINAL: jmlima Not arguing that. But if it was broken it's one thing, if it was bad it's another thing. I must confess I still have to find an even decent AI, at best what I found was a decent PO, and even those ones are predictable as hell, and make silly mistakes. Most of the times they are half decent tacticaly, but useless operationally, and even worst strategically. I'm not sure that the distinction means a lot, but there were a few logic bugs that meant it didn't perform even as well as it should have in CoW. No arguments there, it's simple to program at the lowest levels, but the higher level the decisions go, the more challenging it becomes to even figure out what a 'good' decision is. Figuring out whether to go left, right, center, hold or advance becomes very, very hard. Once you throw in air, navy, embarking, airmobile and airborne, it becomes even worse. Games like TOAW have it even worse because 1) the AI needs to be able to play close to historically in many cases, which means it's got to be constrained. 2) people can replay the scenario, so they are going to learn how the AI plays and learn how to defeat it. That's part of the reason for AI files, if people can alter the AI for their opponent, there's a chance that they'll have a better experience than they do playing the default opponent. I'm hoping that some people will post new AI files for popular scenarios for others to play against.
_____________________________
Ralph Trickey TOAW III Programmer Blog: http://operationalwarfare.com --- My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.
|