Results 1 to 18 of 18

Thread: Best AI?

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: Best AI?

    Quote Originally Posted by Ludens View Post
    My guess is that CA tried to reduce system requirements by including less A.I. routines. Increased battle speed probably also played a role. Or they may simply have wanted to make the game easier and more accessible.
    It's hard (but not impossible) to imagine them skimping on the feature they touted so proudly in S:TW -- an engine inspired by Sun Tzu! -- when most everything else going from S:TW to R:TW was a major revamp.

    I think they wanted to make it more accessible. Especially since they included ways to trick the AI ('loose formation' units looking more numerous, for example) piling the natural AI disadvantage with extra, purposely-programmed "stupidity".

    The S:TW engine didn't have such debilitating nuances, so I still posit that it had a simpler task overall.

    -Glee
    Sheer musical genius: Gould on Mozart

    Balloons: ("Welcome to EB" from T.A.)


  2. #2

    Default Re: Best AI?

    Quote Originally Posted by Gleemonex View Post
    I think they wanted to make it more accessible. Especially since they included ways to trick the AI ('loose formation' units looking more numerous, for example) piling the natural AI disadvantage with extra, purposely-programmed "stupidity".

    The S:TW engine didn't have such debilitating nuances, so I still posit that it had a simpler task overall.

    -Glee
    See I don't mind if that was in RTW or M2TW, but that should be what easy battle difficulty is. I would much rather that Very Hard was realistic morale, but your fighting against a napoleonic Hannibal the Great of Macedon then what you do have is a general with the iq of a chicken and the will to live of a suicidal mental patience on the top of a large building who can miraculously rally his soldiers no matter what.
    Do you find something funny with the name Biggus Dickus?

    in the EB PBeM

  3. #3
    Arrogant Ashigaru Moderator Ludens's Avatar
    Join Date
    Nov 2003
    Posts
    9,063
    Blog Entries
    1

    Lightbulb Re: Best AI?

    Quote Originally Posted by Gleemonex View Post
    It's hard (but not impossible) to imagine them skimping on the feature they touted so proudly in S:TW -- an engine inspired by Sun Tzu! -- when most everything else going from S:TW to R:TW was a major revamp.
    I agree, but really, if you study the way the R:TW A.I. responds and compare it with the way the M:TW A.I. does things under similar conditions, you cannot but conclude that something has gone very wrong. Off course, because CA completely redid the R:TW engine, they probably had to rewrite the A.I. as well. Game A.I. doesn't necessarily work like the human player: its interface is highly dependent on the engine itself.

    I think they wanted to make it more accessible. Especially since they included ways to trick the AI ('loose formation' units looking more numerous, for example) piling the natural AI disadvantage with extra, purposely-programmed "stupidity".

    The S:TW engine didn't have such debilitating nuances, so I still posit that it had a simpler task overall.
    I rather doubt that was implemented. A more important factor would have been that more CPU power was allocated to the graphics. Also the increased speed of movement and battle resolution in vanilla R:TW would have left the CPU with even fewer CPU cycles to formulate tactics. If the S:TW A.I. responded a bit sluggishly, you probably wouldn't notice and it wouldn't matter much because battle resolution is slower and quick strikes count for less. In vanilla R:TW quick strikes are all-important, however.
    Last edited by Ludens; 10-31-2008 at 17:35.
    Looking for a good read? Visit the Library!

  4. #4

    Default Re: Best AI?

    Quote Originally Posted by We shall fwee...Wodewick View Post
    See I don't mind if that was in RTW or M2TW, but that should be what easy battle difficulty is. I would much rather that Very Hard was realistic morale, but your fighting against a napoleonic Hannibal the Great of Macedon then what you do have is a general with the iq of a chicken and the will to live of a suicidal mental patience on the top of a large building who can miraculously rally his soldiers no matter what.
    Very few people would be as happy as I, if (when?) that were to come about. But that's delving deep into neural net and fuzzy logic research. I can only hope that some budding PhD out there is a rabid EB fan.

    Quote Originally Posted by Ludens View Post
    Quote Originally Posted by Gleemonex View Post
    It's hard (but not impossible) to imagine them skimping on the feature they touted so proudly in S:TW -- an engine inspired by Sun Tzu! -- when most everything else going from S:TW to R:TW was a major revamp.
    I agree, but really, if you study the way the R:TW A.I. responds and compare it with the way the M:TW A.I. does things under similar conditions, you cannot but conclude that something has gone very wrong. Off course, because CA completely redid the R:TW engine, they probably had to rewrite the A.I. as well. Game A.I. doesn't necessarily work like the human player: its interface is highly dependent on the engine itself.
    I never got to play much M:TW -- I had a CTD three years after getting my scrumptious and sorely-missed Ghazi infantry :(

    Quote Originally Posted by Ludens View Post
    Quote Originally Posted by Gleemonex View Post
    I think they wanted to make it more accessible. Especially since they included ways to trick the AI ('loose formation' units looking more numerous, for example) piling the natural AI disadvantage with extra, purposely-programmed "stupidity".
    I rather doubt that was implemented. A more important factor would have been that more CPU power was allocated to the graphics. Also the increased speed of movement and battle resolution in vanilla R:TW would have left the CPU with even fewer CPU cycles to formulate tactics. If the S:TW A.I. responded a bit sluggishly, you probably wouldn't notice and it wouldn't matter much because battle resolution is slower and quick strikes count for less. In vanilla R:TW quick strikes are all-important, however.
    I don't know the specifics of the GPU/CPU performance breakdown for R:TW, but I suspect that the battle AI was given fewer and sparser time slices of CPU time. Maybe that counts as 'simplicity'.

    -Glee
    Sheer musical genius: Gould on Mozart

    Balloons: ("Welcome to EB" from T.A.)


  5. #5
    Arrogant Ashigaru Moderator Ludens's Avatar
    Join Date
    Nov 2003
    Posts
    9,063
    Blog Entries
    1

    Lightbulb Re: Best AI?

    Quote Originally Posted by Gleemonex View Post
    I don't know the specifics of the GPU/CPU performance breakdown for R:TW, but I suspect that the battle AI was given fewer and sparser time slices of CPU time. Maybe that counts as 'simplicity'.
    That is most likely. IIRC a stated goal of R:TW was to keep the system requirements similar to M:TW. Since it obviously had a heavier graphical engine, something else had to be scaled down.
    Looking for a good read? Visit the Library!

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO