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Re: Learning how the AI works[message #275417] Wed, 09 March 2011 17:34 Go to previous messageGo to previous message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
JMich
However the AI does require quite some time to be able to understand what they do, and why.
That's for sure. I was more or less throwing around ideas what could be done about the AI and what seems to be going wrong (in game); last but not least to keep this important discussion going.

The final goal would be to have the AI acting as reasonable as the player moves his mercs. This does not mean that I would consider it possible having any refined tactics working for the enemy, but that the AI shows a more reasonable reaction to contacts.


From my gaming experience I would consider the following things either as not covered by the code, or not properly working/broken, or being given the wrong priority:

- The "lemming-behaviour", i.e. soldiers neatly moving one by one on a tile where they will be shot.
- The inability to give closer contacts a higher priority.
- The requirement to establish personal visual contact to (already known) enemies in order to shoot or move into a proper position
- The "self-pinning", means going prone when being shot at and remain in that position even when not being able to return fire and being on a tile with no coverage
- The usage of wrong stances/movings as a result of randomization and/or pre-defined attitude
- The "forming of unions", means the gathering around certain (pointless) tiles in large numbers
- The direct rushing to a tile where opponents had been shooting from, instead of moving to a tile from where they could open fire on the suspected opponent.
- The waisting of APs for pointless, often looping, movement.


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