Guest T.I.E Posted December 13, 2001 Share Posted December 13, 2001 Nothing can ever be smarter and more random than a human opponent, thats what makes real wars so brutal and unpredictable unless your a dictator then your just an idiot. I think the AI is pretty good. It might not be as vicious as Starcraft but look at how many more units, resources and buildings you can make. The AI in Starcraft is kinda not fun at times as it comes so fast and furious you have no time to enjoy the game. Star Wars at least allows you to build something before attacking and it fakes knowing where you are and scouts unlike Starcraft which can see everything you do from the start.....how unfair. The computer in gattlegrounds is good with the "added" resources on the harder levels, and easy enough to stomp on the lower levels for the people who want to build a dream base. Ever play Force commander? sucky....how about Dark Reign 2? That was so sucky it was planned to suck so you could download AI programs not from the company but from each other......now thats just plain rude. Lucas Arts had to adapt the AI from ages into this game and add some new techniques as well. I think they did a smashup job. Look at the alternative, you could have a computer opponent that sees everything, and can crush you before the second age....now that would suck. Link to comment Share on other sites More sharing options...
Guest Supreme Warlord Posted December 13, 2001 Share Posted December 13, 2001 On the hardest you will change what you said when you are still in stone age and about to explore and all of sudden you find mech factories, troops Center, and etc right next to your base and the computer has a army just dying to pull the tigger on your base. Now on easy they are so darned easy! :D Link to comment Share on other sites More sharing options...
duder Posted December 13, 2001 Share Posted December 13, 2001 the ai is still ridiculous, the attacks they make are so pointless. They may get resource bonuses but they are still easy to beat. All they did was continually rush me with infantry, thats hardly difficult to defend against! Link to comment Share on other sites More sharing options...
Heavyarms Posted December 13, 2001 Share Posted December 13, 2001 #1 problem with comp ai in age and gb is this: they send 10 man armies against you. You send a 50-100 man in a large clash, well, it is a better clash. And in DMs, someone needs to hcange it so they don't gather resources like in a RM. Link to comment Share on other sites More sharing options...
Zendjir Posted December 13, 2001 Share Posted December 13, 2001 Yeah, I think the small attacking armies are the main problem. That should indeed be changed. Another problem is the strategy the comp uses. It attacks at the same place at the same way everytime, defending becomes soooo easy then, it's just routine. They should attack from the air from time to time, or walk round my base a bit to attack from another side would be great. Link to comment Share on other sites More sharing options...
duder Posted December 13, 2001 Share Posted December 13, 2001 i dont even bother with shield generators on hardest level, i played a 1 v2 against 2 comp players and kicked their arses easily, 4 destroyer droids, one assauult mech was all i needed to defend my base whilst i attcked their bases from their flanks!!! Link to comment Share on other sites More sharing options...
Heavyarms Posted December 13, 2001 Share Posted December 13, 2001 what civ do you constantly play against? Link to comment Share on other sites More sharing options...
Paragon_Leon Posted December 13, 2001 Share Posted December 13, 2001 So far i tend to go against Rebels.. But the A.I. works too much according to fixed patterns in my opinion. That's not the problem of GB as such, but more of the AOK-engine. It sends out too small packets of units, doesn't really 'rush' you like a human player would, and yes, it only goes after certain buildings, walking straights through lines of fire. Enhanced A.I. that acts all the time like a human thinks is sooooooo hard to make... How do you program a comp player to retreat when he's losing ? How do you make it decide what to attack and how to get there ? Those are the key questions in A.I. The thing i usually find lacking in A.I. is it's inability to build a proper base-layout. Link to comment Share on other sites More sharing options...
Zendjir Posted December 13, 2001 Share Posted December 13, 2001 Well, maybe it could be something like this: Small packet problem: - if X nr. of units are created the comp assigns them a nr. ( 1 ) - nr. 1 attacks enemy base - if nr. 1 kills less than a certain number of enemy's (depending on types of units used and tech lvl) set X higher. I'm not a scripter, but you'll get the idea. This way the enemy attacks in greater numbers if needed. The better the defense, the less units the nr. 1 group kills the more troops are used for attack the next time. Alternating routes and strategys: - when scouting, or attacking the computer sees what type of units and buildings you use (in the area they see); like 2 turrets/ 10 medium wall/ 10 troopers / 2 fighters. That would mean that the enemy is weak in aa, and so a combination of fighters/ bombers would attack that area next time. This would also mean that an enemy sees that you have an area, relatively undefended (in the rear of your base) except for a aa turret, he could try a drop n' spank strategy in that area. I dont know if this is possible, but it would make a computer opponent much more dangerous. Link to comment Share on other sites More sharing options...
Chessack Posted December 13, 2001 Share Posted December 13, 2001 Originally posted by Zendjir Well, maybe it could be something like this: Small packet problem: - if X nr. of units are created the comp assigns them a nr. ( 1 ) - nr. 1 attacks enemy base - if nr. 1 kills less than a certain number of enemy's (depending on types of units used and tech lvl) set X higher. I'm not a scripter, but you'll get the idea. This way the enemy attacks in greater numbers if needed. The better the defense, the less units the nr. 1 group kills the more troops are used for attack the next time. (snip) I dont know if this is possible, but it would make a computer opponent much more dangerous. I am a scripter, and I work on fish school simulations, so we're sort of doing (very mundane) artificial intelligence. I have great respect for what the AoE/AoK/GB engines can do, but I think what you've suggested, or a modified form of it, would be rather simple. There's no reason why, after an attack against your stronghold fails (to me, "failure" means your forces all died/were repulsed, what have you), there's no reason the AI couldn't be programmed to send a 10% (or however you want to do it) stronger force next time. It can also keep track of how many failures, and if it has more than X failures in a row, it could be programmed to automatically buy the next set of improvements for all the types of units it's using. There's also no reason why repeated failures with the same units couldn't trigger it to build different units. This is rather a trial-and-error strategy. The computer will never be able to "problem solve" like a human. That would take so many conditional statements that it'd be impossible to program and require a supercomputer to run it. But trial and error can work, as Craig Reynolds and others have proven by making "evolving" simulated animals. May the Force be with you. Link to comment Share on other sites More sharing options...
Jiro Posted December 13, 2001 Share Posted December 13, 2001 Well I gotta say one thing, at least beating the computer in this game doesn't take hours like it does in Empire Earth tho your right it is too easy. The AOK engine is very customizable, give the game a month and I'm sure there will be tons of better AI scripts out and about. -Jiro Link to comment Share on other sites More sharing options...
Grimjack Posted December 13, 2001 Share Posted December 13, 2001 One thing that I've noticed is that the AI is better on some maps than on others. The computer tends to do better on old style AOE maps. I was playing an asteroid map and the AI barely put up a fight but my next game was on Endor and 5 min in to T3 both computers attacked me with a dozen fighters each! Link to comment Share on other sites More sharing options...
Chessack Posted December 13, 2001 Share Posted December 13, 2001 Originally posted by Grimjack One thing that I've noticed is that the AI is better on some maps than on others. The computer tends to do better on old style AOE maps. I was playing an asteroid map and the AI barely put up a fight but my next game was on Endor and 5 min in to T3 both computers attacked me with a dozen fighters each! The computer still can't deal with the old AoE "passes" scenario. I used to set it on hardest, me vs. 3 computers all allied with each other, back in the old AoE game, and wipe them out every time. Even though their scouts could see past the tree and ridge line that there was a lot of stone and gold in the middle of the map, the computer never, ever bothered to go get it. I'd send a woodcutter there from the very start, and as soon as it opened up, rush in with a bunch of villagers and start scooping up stone and gold. The computer couldn't be me, ever, on that map. For fun, I built (as best I could remember) a 4-player version of that map in GB. Again, me against 3 computer opponents, though I did not make them allies with each other. I made the map fairly similar, though I'm sure it wasn't exact. The same old thing happened -- I butchered the computer. I thought maybe with air units and air transports, no longer needing to chop its way into the middle of the map, the computer might be able to figure out how to get to the treasure horde, but it cannot. So there are some things the computer just can't do, and long-range planning is definitely one of them. It doesn't seem able to say, "OK, I need nova and there is nova past those trees, so if I chop down the trees I will be able to get the nova." Instead, it says, "I don't need wood right now, so I won't chop the trees." Oh well, as we've said in other threads elsewhere, there is no real way to make a computer as smart, innovative, etc, as a human. May the Force be with you. Link to comment Share on other sites More sharing options...
Guest T.I.E Posted December 15, 2001 Share Posted December 15, 2001 I doubt LA will update the AI, and I would probably croak if I saw a patch for added AI abilities.....anyone made a new script? I used to edit the Kohan scripts but they atleast gave you the software to do it. Link to comment Share on other sites More sharing options...
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