raymond Posted May 9, 2014 Report Share Posted May 9, 2014 (edited) Hello, the game "Sins of a Solar Empire" supports granular difficulty settings: Besides difficulty level (easy, normal, hard...) it supports the AI behavior for each difficulty level: Aggressor, Fortifier, Reseacher, Economist, Random In 0 A.D. it could be: Aggressor: rush the enemy with 20 units or less groups, build siege weapons, constantly rushing the enemy, build few towers and no walls. Fortifier: build up towers and walls, then train a large army and then rushing the enemy Economist: harvest many resources, before rushing the enemy, build scant military building, no towers, no walls Random: self-explanatory thanksRaymond Edited May 9, 2014 by raymond Quote Link to comment Share on other sites More sharing options...
FeXoR Posted May 9, 2014 Report Share Posted May 9, 2014 (edited) IMO the over-all behavior (Aggressor/Fortifier/Economist) would be best chosen by simply choosing the AI (though some AI's might have settings like this, too).For high granularity of AI difficulty a health modifier would be easiest (and could be used for all players including humans).In WC3 such thing is present and ranges from 50% to 100% health.While AI health modifier should only be changed by the host, human players modifiers could be only changed by the player himself.(This collides with my feelings about "all game settings should be set before the game is hosted" though. Could be made consistent if the player can only choose his modifier when entering the game.) Edited May 9, 2014 by FeXoR Quote Link to comment Share on other sites More sharing options...
agentx Posted May 9, 2014 Report Share Posted May 9, 2014 (edited) Actually that leads a two-dimensional difficulty matrix: Econ Fort Aggr Randsandbox x x x xeasy x x x xmedium x x x xhard x x x xvery hard x x x xAlthough quite interesting, it is hard to fill the 'x' with game enhancing and distinguishable bot behaviour. Ideas? Also, it depends on the map, on some e.g. Fortifier might be the only option. Edited May 9, 2014 by agentx Quote Link to comment Share on other sites More sharing options...
niektb Posted May 9, 2014 Report Share Posted May 9, 2014 But I think you should let it to the AI creator to choose the behavior his AI uses, since it might be too much to require every bot to be able to utilize all 4 behaviors. 1 Quote Link to comment Share on other sites More sharing options...
Radagast. Posted May 10, 2014 Report Share Posted May 10, 2014 (edited) I also think the same as we have multiple AIs already in Alpha16 and soon even at least three of them because of agent's Hannibal.Actually that leads a two-dimensional difficulty matrix: Econ Fort Aggr Randsandbox x x x xeasy x x x xmedium x x x xhard x x x xvery hard x x x xAlthough quite interesting, it is hard to fill the 'x' with game enhancing and distinguishable bot behaviour. Ideas? Also, it depends on the map, on some e.g. Fortifier might be the only option.Interesting. To me it looks as if the top horizontal headers mark the focus on a certain department/group/command/plan (the last is what it is called currently in 0AD AIs, group it is for Hannibal, Command it is for Hybrid AI). This could be solved with a priority system. e.g. Calculating power time shares, Resource shares priority, ... (in percent of the complete cake or like in Settlers the distribution priority chain for bearers)The vertical headers to the very left look like the recursion depth to me. (or in Hybrid AI case the depth/amount of the history / experience that is being stored)Or in 0AD's current chargon: How long you look for the best target? How long shall it take until we build next civil center? How many towers we want? How many units we gather? Tech research or not? ... (hardcoded) Edited May 10, 2014 by Hephaestion Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 10, 2014 Report Share Posted May 10, 2014 I have no idea how AI's are coded here but in another game They made something really simple. They defined a target point (Generally your CC) with a range of tiles, a peacetime (so that units doesn't attack to early) a tech level (This is because the Ais had all the buildings they needed at the beginning so they would recruit only a specific age units) agressiveness (I think this one decided how many units would seek to destroy you) Quote Link to comment Share on other sites More sharing options...
Oimat Posted May 10, 2014 Report Share Posted May 10, 2014 Fortifier: build up towers and walls, then train a large army and then rushing the enemy Economist: harvest many resources, before rushing the enemy, build scant military building, no towers, no wallsJust to define a bit : a rush can't be made at minute 20...A rush is by definition a surprise, sneaky and fast attack with small troops and lots of damages on opponent's eco Quote Link to comment Share on other sites More sharing options...
raymond Posted May 10, 2014 Author Report Share Posted May 10, 2014 Okay, thanks for your explanation I would post it to trac...okay? 1 Quote Link to comment Share on other sites More sharing options...
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