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Let's start talking about game mechanics: Artificial Intelligence
http://thepit.ja-galaxy-forum.com/index.phpindex.php?t=rview&goto=321007&th=21077#msg_321007
whoami
Keyword: coordinated team action.
Example: Drassen mine.
Step 1: map creator sets a key locations on the map to AI:
- Good cover
- Good places for shooting
- Positions for the order "ambush"
- ...
- Strategically important objects on the map
Step 2: AI tries to capture the sector:
- Created 2 groups by number strategic objects (head of the mine and the church), and one group for the distraction. All groups - from all sides the sector (assuming that they have taken this position crawling before the battle).
- A group of distractions is moving into the center of maps, other groups waiting at the edge of the map
- A group of distraction engages in battle, other groups are moving towards their objectives - strategic targets. These groups are located in the "assault" mode - when engaging the fire contact with the player, they continue to move towards the goal
Group distraction is in the "defense" mode - the soldiers take cover as well and do not protrude. Their goal - to survive as long as possible.
- Micro AI acts within each group. Some of the men suppresses the the firing points ("machine gunner"), part of the soldiers using grenades, rocket launchers and mortars ("heavy weapons"), part of the soldiers using sniper rifles ("sniper"), and part of the group is moving forward ("stormtroopers")
That is, group level = "Macro AI", the level of fighters = "Micro AI". Both AI operate simultaneously, the priority is "Macro AI" (order of the commander).
- For each group, there are algorithms for Action: "distraction", "storm the object", "flank attack", "ambush", etc.
"Ambush": If the AI decides to abort the attack and make an ambush, then two thirds of the fighters takes cover, and third soldiers lure the player, shooting and running away in the direction of the ambush.
"flank attack": third group of fighters firing from cover, the rest 2/3 part of the soldiers making a flank attack.
... etc.
AI behavior of algorithms should be a lot - that the player is constantly surprised by the unpredictability of AI.
The current algorithm may be selected by a random number.
- After reaching the strategically important points of the sector is a "diversion": the elimination of the chief of the mine or father Walker. The player did not see the main group, engaging in a battle with the distraction group.
__________________
We tried to do that in JA2. As a result, one elite soldier did move for 3-5 minutes, calculating the tiles around him and analyzing the cover, the location of his teammates, the location of visible enemies, the location of his teammates visible enemies, the type of weapon in the hands of a visible enemy, the presence in the inventory of the visible enemy heavy weapons, the ratio of the number of our soldiers to enemy fighters in the sector, etc.
In the end, we settled on a simple tactic: some soldiers detect targets, others shoot "on a tip" of machine guns, grenade launchers, sniper rifles. Throw in the "gray targets" grenades, etc. But it's stupid, it's quickly bored.
"Therapist" worked on AI in our team, and he said that we need to mark on the map the key things for AI. In this way made bots for CS, and modern shooters.
Maps format of JA2 need to completely remodel to add annotations to the AI, a lot of testing new AI ... This is a job for the "paid professionals", not for enthusiasts.
]]>Shanga2013-05-27T17:52:41-00:00Re: Let's start talking about game mechanics: Artificial Intelligence
http://thepit.ja-galaxy-forum.com/index.phpindex.php?t=rview&goto=321008&th=21077#msg_321008
OLD AI
You set a mine trap.
Enemy squad rushes in, mines explode, out of 9 enemies only two are left alive.
At this point, in a normal game, the enemy would push on like zombies and get slaughtered.
WHAT I EXPECT
First, with an improved AI, the enemy should try retreat asap.
Second, if you fail to kill them all and at least one enemy makes it out of the combat, they should "smarten up". So next squad will "know" where the mines were and the location of your mercs (the visibile ones) and plan accordinglyl. ]]>Shanga2013-05-27T17:57:17-00:00Re: Let's start talking about game mechanics: Artificial Intelligence
http://thepit.ja-galaxy-forum.com/index.phpindex.php?t=rview&goto=321011&th=21077#msg_321011
So I think that in JAF the overall AI should be divided into hierarchy like this:
General Strategic Command - tells armies with sectors they need to move to
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General Tactical AI - gathers, analyzes and issues orders to the squads present in the sector. The squads cooperate on macro tactical scale: one squad lies in ambush while other lures enemy in, or flanks etc. If mercs will slaughter the enemies, the GTAI may issue a command to retreat while ordering a squad or 2 to begin delaying action to cover the retreat
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Squad Based AI - Each squad member has his own orders to carry out: snipers get the high ground, MG gunners suppress, medics bandage wounded soldiers, generally squad keeps close or at least operates in buddy system
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Individual AI - this AI governs each soldier: what stance should he use, when to reload, cover from fire, run in panic etc.]]>Taro_M2013-05-27T18:27:04-00:00Re: Let's start talking about game mechanics: Artificial Intelligence
http://thepit.ja-galaxy-forum.com/index.phpindex.php?t=rview&goto=321013&th=21077#msg_321013
General Strategic Command wants to recover Drassen so it sends several groups in there.
The groups arrive in Drassen, but they do not have any contact with mercs or militia.
General Tactical AI needs info on situation, before it can begin issuing orders. So GTAI decides to begin gathering information, it orders a squad to scout the area, while it has rest of the squads establish defensive perimeter. The recon squad sends sniper first onto some elevated ground to cover other squad members and so sniper can use scope to check for the enemy. If there is still no contact the whole squads begins careful and stealthy advance. Once contact has been made the recon squad retreats.
GTAI now has the info about the mercs location, discovered numbers so it can begin issuing commands to the rest of the squads based on information it has available.
The conversation between each AI levels looks like this:
Soldier A says: I have a scoped sniper rifle.
Soldier B says: I have ghillie suit and binoculars.
Soldier C says: I like pancakes!
Recon Squad Leader says: I have a sniper, a guy in ghille suit with binoculars and a rifleman.
GTAI says: I need an info how to carry out the attack on the sector. Recon squad check things out and rest of you stay put.
General Strategic Command says: I need that sector.]]>Taro_M2013-05-27T18:39:04-00:00Re: Let's start talking about game mechanics: Artificial Intelligence
http://thepit.ja-galaxy-forum.com/index.phpindex.php?t=rview&goto=321016&th=21077#msg_321016
What can i say but GIMME GIMME GIMME!]]>Shanga2013-05-27T18:54:51-00:00