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People don't generally like losing to AI, so you're generally looking to fake the appearance of basic competence. It's rare that developers actually want competent AI. You need to write the AI pre-release, and there aren't any actual experts yet for competitive games. The big problems with expert systems in game ai are: This obviously isn't the case for AOE2 so I wonder how they handle decision making for that as well.Ĭlick to expand.I don't even think that expert systems have been 'dramatically superseded' really. I also studied halo's AI and found out from other people here that for that sort of thing they likely have raycasts shooting out constantly and maintaining a list of some kind of the players or enemies they pick up. Selection and unit ordering is definitely going to be more tricky though, I haven't yet wrapped my head around that. As I've mentioned I've created a villager script and it they automatically search out building sites to build on, after that all you need to do is have the AI place buildings randomly and then it makes a pretty convincing enemy.
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The video also goes into a lot of what I've been thinking about where we don't have truly 'learning' AI yet, the AI in AOE2 really is just a set of values, some AI in other games definitely do cheat and they have an entire knowledge of the map and so on before hand which is why AOE2 is such an interesting game to study.Īs for the builder itself, this is pure speculation on my part but the villager may well have it's own logic when it is created and it searches out the buildings which is why the AI can micro-manage so well compared to a human being. I dunno, that's a bit beyond me, I think though if it's mainly made up of if statements it could well be that the scout at least just randomly wonders and then there's a trigger of some kind when an enemy building is discovered, that's how I'd probably do it.
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