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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Master of Orion III > MOO3-General/Help/Multiplaying > AI design question
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Bleyn is offline Bleyn
Warlord

Aug 2001
time: 21:16
  Old Post 06-12-2001 20:27
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#1 Report this post to a moderator
AI design question Remove this text

A comment over in the Civ3-General forum got me to thinking about the same subject in MoO3.

The comment had to do with the fact that in large part the AI in Civ3 for the various computer players do certain things in similar fashions. One example of this used was terraforming, and that the computer players tend to terraform in similar patterns no matter what the empire actually is. Not exactly unexpected, though it would be nice to see more variety in Civ3.

What I am wondering is if we will see the same thing in MoO3. Or will there be more dramatic differences in the way the AI will handle similar situations in the different empires. Will we see Sakkara and Psilons and Harvesters doing the little things in similar ways, or will there be enough difference in the way their AIs handle things to soak down through the levels of AI?

Stormhound is offline Stormhound
Prince
New Jersey
Jan 1970
time: 00:16
  Old Post 06-12-2001 21:34
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Got spare money?

All I can tell you at this point is that there should be some subtle differences due to some species preferences, but not necessarily anything dramatic (except, of course, for terraforming where each species definitely does its own thing).

Comrade Tribune is offline Comrade Tribune
Prince
Vienna, Austria
Nov 1999
time: 06:16
Post  Old Post 11-12-2001 05:24
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Avatar Enlargement: We've got the solution

I hope the AI will not be too predictable?

This is probably among the most difficult things to do: To optimize the AI, but still make sure it doesn“t seem to follow the same predictable script all the time.

Starfighter08 is offline Starfighter08
Chieftain
Switzerland
Nov 2000
time: 05:16
  Old Post 14-12-2001 18:18
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Support Apolyton, buy Galactic Civilizations

quote:
Originally posted by Comrade Tribune
I hope the AI will not be too predictable?

This is probably among the most difficult things to do: To optimize the AI, but still make sure it doesn“t seem to follow the same predictable script all the time.


I had an old chess computer (the type which is attached to a chess board) where you could activate an option for the comp. to use one of the "best" moves but not necessarily the best move to ensure that the game would not turn into a boring "move queen forth and back" even if that was the best thing to do in a certain circumstance.

A similar feature in moo3 could reduce predictability because the AI would not keep on sitting on his a$$ all the time.

PS: On an other topic: I wonder if the AI will be able to coordinate his actions inside a certain game issue but also between several of them (like trying to isolate a target empire diplomatically first, then sending spies to destroy key military installation in target systems and finally a combined assault of fleets and ground forces to capture a strategically important planet).

I ask this because in games like CTP2 you waited in vain for coordinated air, sea and land assaults like "D-Day" or "Dragoon". Heck in all the time I played the different civ games I still have to come across a decent "Coral Sea" like carrier battle but maybe it's just me.

hurdygurdy is offline hurdygurdy
Settler

Nov 2001
time: 23:16
  Old Post 15-12-2001 11:23
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Modular AI Support Apolyton, buy Galactic Civilizations: Deluxe Edition

My hope is that the AI is modular and can be replaced in pieces by anyone who wants to try their hand at AI.

Computer game makers, since they _claim_ they want to support a MOD community, should move more towards selling an infrastructure with a quality example (the game non-modders pay for) instead of a game that MODDERS have to fight and break into to do what they want to be done.

/hg

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