| 01-22-2009, 01:40 PM | #1 |
Is there even a slight chance that one can make dynamic AI that adapts or will it cause mass lag. If there is could you give me the map name? |
| 01-23-2009, 12:36 AM | #2 |
you have no clue what you're asking. its not a simple yes or no. actually i think it's no, i don't think the wc3 engine could handle one. |
| 01-23-2009, 01:09 AM | #3 |
I know DotA has an AI version of their map where players can play against script controlled heros. I have never personally played it before, but my brother says they are rather decent. According to him, they will team up and gank players, as well as understand which heros would waste them and run away. |
| 01-23-2009, 02:23 AM | #4 |
Just associate each action a unit performs with some function that determines its exigency at any time - determines this when the units is in a condition A and also when it is in a condition B ... condition N. Evaluate each action's exigency on-prompt - that is, when the unit is to perform AN action - and have it do the most exigent. You can also have evaluation done regularly to have the unit do things 'on its own'. However, this requires running an evaluation for each action, EVERY TIME, which may be taxing. edit: P.S. Dota AI is decent to some extent; they last-hit and deny creeps but sometimes they remain stagnant. It also lags A LOT. |
| 01-23-2009, 05:50 PM | #5 |
it can be done, but the complexity will depend of several factors, including game type, terrain, how the abilities work by default by the engine, etc. An example of an adaptable AI is AMAI, but it is only for melee, and it won't work in other kind of map. |
| 01-24-2009, 12:39 PM | #6 |
depends wat u mean by adaptable. There are many things. Example depends wat u want them to adapt to. Like if u want a unit to recognize a player's habit and try adapt to it. Example a player always cast spell when the AI has some hp left after the player did some other spell or something else on the AI...The AI will then register and later recognize the player pattern. It depends how complex u wanna make it, how much of things u want the AI to register. Example in the map Elimination tournament it would be nice to make an AI which register enemy movement, its own movement, enemy shooting point relative to AI unit's location. And use all these info to predict the player's pattern so next time it will avoid the shooting tat way... Ofc the player can change pattern, but when tat happens even players vs players also get confused. We all really play on pattern XD a pattern can be: Get close->Warstomp->Hit->kill Here the AI will try to avoid the killed state to it try to not get into the "Get close" state XD |
| 01-25-2009, 06:46 AM | #7 |
Dynamic AI would be impossible in Warcraft 3 anyway (you would need a set of variables with their own values to specify things to do for computer). |
| 01-25-2009, 05:04 PM | #8 | |
No, it's perfectly do-able for many types of maps. Quote:
Whut? |
| 01-25-2009, 07:27 PM | #9 |
It's just hell to code... -Av3n |
| 01-27-2009, 12:27 PM | #10 |
agreed to Av3n |
