Thursday, March 5, 2009

AI Game Theory

Still waking up, and very unfortunately I am sipping tea instead of coffee. The wife insists that it's better for me. I'm not sure about all that ... :-)

My thoughts on how I want the default AI to work in my lychgate engine:

  1. Multiple levels of AI intelligence. Deer, and rabbits will not react as well as goblins, who will not react as well as dragons. I don't believe this should go by the default rule and just make them much stronger just to simulate this. Not going to do any JavaScript neural net programming ... i think that would possible be overkill. Instead the more creatures with more intelligence should have their own databases for battles with the characters marking successful and unsuccessful attack methods. Very simple, not real complicated programming and it has been proven to work in games such as computer chess.
  2. Animal Intelligence. Be default animals fear sentient creatures that attack them so as such herbivore and omnivore animals should by default make an attempt to run away. This will be a bit more difficult due to the battle style that I have chosen to go with but I'm sure with some trial and error in the alpha tests we can get this to work very well. Carnivores though, especially pack animals, may decide that attacking is their best choice so should run the simplest version of rule #1.
  3. Sub-Human. Goblins, and other related creatures will be classified as sub-human, and use the second simplest version of rule #1. They will though always travel in packs but may not always rush to help their friends due to their higher fear factor.
  4. Human. While it will never be close to real human intelligence, but through building it's own database of battle techniques to use against varying foes I believe we can simulate it very well. These and the other more intelligent foes always give more experience as well. The game should not be about the grind, every other game concentrates on that, i'm looking for more social interaction and group activities not just "hey, i killed 10,500 orcs and completed my noobie quest!"
  5. Above-Human. Better usage of the database, goal will be to be the big-blue of rpg battles. Yes, i have this problem where i dream to big. :p But if your going to dream that's the only way to do it.
  6. God-Like. Not only will it try to always choose the best usage of the database, they can influence all other creatures and can randomly be taken-over by the Admins! The rest of the god-like creatures will remain a secret ... for now.
Creatures will also war against other creatures ... they are not all friendly and cozy together. Also because of this creatures, sub-human and above, can gain simple experience levels. Nothing nearly as complicated as actual players (too much data to keep track of) but just and additional 2-3 bits of information. Also they will have the ability to change out their weapons and armor ... the biggest reason for this is the god-like creatures and humans who wish to be 'evil'.

Ok, that's enough ranting, some or all of these ideas may change depending on how will they work in actual implimentation ... but it's just me making this game at the moment and as such i'm the only one to bounce ideas off myself. :p

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