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Leland
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AI having "moods" is in my opinion just a diversion if it turns out to be too difficult to write an AI that can actually pose a challenge. That's what the moods were for in SMAC. Some of the moods listed above are even contrary to good strategy, for example what possible advantages could psychological disorders yield? If it's advantageous for an AI faction to start trading with another faction, it obviously makes it a worse strategist if it doesn't do that because it's "depressed" or "shifty"!
I'm not saying I'm against moody AI. It could be fun enough when you're playing all by yourself, and for a strategic challenge one can always join multiplayer games. Just pointing out that "moody AI" is not necessarily "good AI", nor vice versa.
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vovan
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I agree with Leland. I think that AI moods would be sort of an icing on the cake. When we get all the rest done, and have released a couple of versions of the game, it might then make sense to add some interesting feature, like this, which would add replayability to the thing.
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vovan
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quote: Originally posted by Jeremy Buloch
Now where should we start?
What part of the AI?
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Well, it is really hard to say where to start, Jereme. Or rather, it is really hard to start on anything before we have some kind of game to put it in or other. You see, whatever part of the ai you would want to start coding, it always ties in with other aspects of the game, and since we don't have anything coded yet (only soe parts of the map editor, and that seems to be pretty useless now, that we are talking about a whole new concept of RTS-type maps for the game). For example: to try and code the path-finding algorythm (should be one of the easiest things.) you need to know what the map will be, and how it will be stored in the game. We don't have that. To start coding the military AI, we need to know, once again, what the system of coordinates will be - to make strategic plans, and execute attacks, and we need to know how the players, and the nations will be represented in the game, in order to assess the general military strength, and determine the best strategy. We don't have that. In order to code the diplomatic AI, we need to know how diplomacy will work. We don't know that. The list can go on and on.
In general, I think that the evolution of a game like this is very similar to the evolution of life on earth (although I hope it will take a little bit less time). How did animals evolve? Well, speaking in simplistic terms, they got the body first, which let them survive, and prosper, and then, as they were essentially out of danger (comparatively speaking), they started developing brains. The brain got bigger and bigger, and the result is ... well, one result is typing this, and another result is reading this right now. It is the same thing with a game like this: you cannot code the brain (read, the AI) without a more or less functioning body (read, everything else).
So, I am afraid, coding the AI is a ways off from now.
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Leland
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About the AI, I'd like to add that I by no means don't think that AI with moods is necessarily a bad thing... it's a design choice that has to be made at some point (probably after the basic pathfinding and such are done, which means not in a while...). Either you strive for a strategist AI, or for a personalized AI. I think that adding personality after the whole thing is done is difficult, or making personalized AI have good strategies. The two things conradict each other somewhat. I guess this can be mitigated by making the AI generally easy to tweak...
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