Jump to content


Photo

Question for the A.I gurus


5 replies to this topic

#1 Zenoth

Zenoth

    title available

  • Members
  • 469 posts

Posted 14 October 2007 - 02:53 AM

How'dy guys ?

Well, I was just wondering about something, so I need enlightenment from you A.I gurus ! :crazed:

Alright, is it possible for the A.I in this game (either by vanilla standard or from your own mod's coding) to recognize that a building is belonging to a particular race ? For example, would an A.I unit that'd just see buildings on its way (either from allies or enemies) be able to recognize like "ok, this one is from Tau" or "ok this LP is from Chaos". Is it possible ?

If not, then alright, I won't resume on the subject. But if yes then I would suggest something for the A.I.

Edited by Zenoth, 14 October 2007 - 10:04 AM.


#2 ArkhanTheBlack

ArkhanTheBlack

    title available

  • Members
  • 814 posts

Posted 14 October 2007 - 08:28 PM

Alright, is it possible for the A.I in this game (either by vanilla standard or from your own mod's coding) to recognize that a building is belonging to a particular race ? For example, would an A.I unit that'd just see buildings on its way (either from allies or enemies) be able to recognize like "ok, this one is from Tau" or "ok this LP is from Chaos". Is it possible ?

Yes!

#3 Zenoth

Zenoth

    title available

  • Members
  • 469 posts

Posted 15 October 2007 - 12:22 AM

Ah, nice then ! I wasn't sure.

Alright so what about creating some sort of a system (more like a SCAR function perhaps, to make that as an option for those who wouldn't want that in their games, or just part of the non-SCAR coding, you guys will decide about that) where the A.I, between alliances, give each others defenses where they lack it ?

For example, I am playing as Tau, and as we know it Tau don't have defenses. So, if my ally (all expect for another Tau faction of course) notices that I have no defenses in my base, then he'd come by some preset buildings and build defenses there, perhaps with a limit (maybe a limit of turrets "per building"), to avoid base movement obstructions. I was thinking that maybe it could be possible to identify a lack of defense simply by "scanning" the buildings.

So my A.I ally would see everything I got by scanning the base (he'd make up an actual list of the buildings I have, but if in the list there are no turrets or even mines, then that's exactly when the coding for defenses support would apply). So after some time, then maybe a "build defenses there" trigger activates, and one or more builder units are sent to the defined (in the coding) buildings of my base that can be guarded with defenses (I guess that a good candidate building has to be Listening Posts, but also Relics or even simply Strongholds).

I thought that the Tau would benefit from such a system the best of course, but other factions could do it between themselves as well, especially in later Tiers, since, usually, when a game lasts long then the A.I will build a second HQ, which in turn allows it to build six more turrets, and when that happens they often build them all (all 12 of them) within their initial starting position, which usually blocks the base and dramatically restrict vehicle movement. So instead of building all turrets at the same place, in later Tiers, then perhaps send the builders to an ally base (I repeat, where the defenses are lacking, and not already present enough) and build the extra defenses there. And, in the event that there are no A.I (or even not myself) that needs such defenses then the function doesn't apply and is never used.

So, what say you guys ?

#4 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,164 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 16 October 2007 - 11:10 PM

Hmm.. I cannot remember off hand but I thought allies cannot build buildings off allied ones? Thats why you have to either cap/build an LP then build around it OR erect an HQ in the area. Btw, turrets/mines in vanilla DC are just, well, a frill. In mods like TTRU and Firestorm they are far more powerful but you can only build a few and are expensive.

I think Larkin would say in this situation: "NO turrets/mines!! More units on the field = TEH WIN!!!!!!" :huh: Ok.. so I "thuderized" that considerably. ;)
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!

#5 Zenoth

Zenoth

    title available

  • Members
  • 469 posts

Posted 16 October 2007 - 11:22 PM

Hmm.. I cannot remember off hand but I thought allies cannot build buildings off allied ones? Thats why you have to either cap/build an LP then build around it OR erect an HQ in the area. Btw, turrets/mines in vanilla DC are just, well, a frill. In mods like TTRU and Firestorm they are far more powerful but you can only build a few and are expensive.

I think Larkin would say in this situation: "NO turrets/mines!! More units on the field = TEH WIN!!!!!!" :huh: Ok.. so I "thuderized" that considerably. ;)


Yes yes, the A.I can build by my own buildings, I see them do it from time to time, but they usually build by my HQ. However I do not know if that is pure coincidence, maybe caused by a lack of "buildable" space or actually done on purpose by the A.I. I know that I myself often build by my A.I allies buildings some turrets, mostly by their own HQ's "construction" range, of course.

And, I would agree at 101% about the less defense = more offensive units on the field, and that is a good thing indeed. But the A.I doesn't understand the logic, the A.I would go with more offensive on the field because the coding tells them to, but they don't take the decision out of logics. Some times the A.I units will go at one particular enemy base, and leave their own base unprotected (rare, but it happens), which is where the lack of defense will take a negative role in their base's vulnerability. Because if their army is at one of the enemy's base, then another enemy will send troops at that faction's unguarded base and wipe it out without any resistance.

Granted, such a scenario happens rarely, so it was absolutely nothing urgent. I just saw it as perhaps just one more trick up the A.I's sleeve.

Edited by Zenoth, 17 October 2007 - 02:29 AM.


#6 thudo

thudo

    Wacko AI Guy!

  • Division Leaders
  • 12,164 posts
  • Location:Lemonville North, Canada
  • Projects:DoW AI Scripting Project
  • Division:DoW
  • Job:Division Leader

Posted 17 October 2007 - 12:57 AM

Yes I forgot an allied player can build ANY of its own buildings around an ally's own buildable space.

And yep the AI is designed to build off an ally ONLY when the Tier4+ HQ is built OR if its own base is overthrown and it needs to build an HQ in your base to stay alive.
Advanced Skirmish AI Team Lead for the coolest Warhammer40k PC RTS out there:

Dawn of War Advanced AI Headquarters

Latest DoW Advanced AI Download!



Reply to this topic



  


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users