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Thread: Battle AI Dev Diary

  1. #91
    Research Shinobi Senior Member Tamur's Avatar
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    Default Re: Battle AI Dev Diary

    Well...

    Let's put it this way: writing a battle AI for chess is very simple in comparison to TW, because:
    • Chess has a flat rectangular board with 64 square tiles. TW "boards" are thousands of times larger, are made up of no tiles, and contain terrain, elevation, and weather information.
    • Chess units are individual pieces. TW units are made up of multiple individuals.
    • Chess units kill instantly with any valid attack move. TW units can be counter-attacked.
    • Chess takes no account of factors that TW does, such as morale, fatigue, etc.
    • The moves available to a chess unit are very limited in scope, and executed instantly. The moves available to TW units are hugely more varied and executed over real-time.
    • A Chess AI can use its turn to formulate a strategy. In TW there are no turns, so strategy must be created on the fly.

    I'm sure there are other factors, but these are a few of the basics.

    I'm entirely open to the possibility that a TW battle AI could be written which outperforms CA's. After TosaInu's posts earlier this week I dug around and found the start of my coding project, and am trying it myself using a stripped-down knowledge-base approach.

    However, in my experience, it's a very, very difficult proposition. Chess is so nicely packaged for computation in comparison.
    Last edited by Tamur; 07-12-2008 at 04:19.
    "Die Wahrheit ruht in Gott / Uns bleibt das Forschen." Johann von Müller

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