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Bir çeviri sorunu bildirin
In order to proof this game has good AI we would need a multiplayer mode and compare that to singleplayer. Or better have the player not know if he's playing against a player or a computer, if he can't notice the difference you have an excellent AI.
A simple example: a vacuum cleaner robot is radically different from a human with vacuum cleaner in hands, but it is enough for us that robot autonomously cleans dust throughout the apartment using AI for navigation. There is absolutely no need for him to be indistinguishable from a human.
This is generally a strange delusion that came from the last century, that AI should be similar to a human, as if the 8 billion people who already exist are not enough for us and we urgently need to make more artificial people. This is obviously stupid, like all these rules of robotics Asimov style and other strange notions.
We don't need to prove that there is good AI somewhere (what does "good AI" mean?!?), we need to find out if there is AI (any) in the game or not.
It doesn't seem so. The game is completely unrealistic. It's very hard for me to take combat seriously in such a shallow representation. Yes, graphics true, but where is the emotive AI?
:)
For me, Graviteam Tactics' AI infrequently challenges and is still a bot.
The OPFOR takes the high ground. Is that a human or a bot?
The OPFOR fails to take the high ground. But takes the woods below the high ground which is a bald ridge. Is that a human or a bot?
The OPFOR makes a costly and ill conceived frontal assault. Is that a human or a bot?
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I think we see the "botness" of many games mainly due to the lack of variability; not that humans don't become predictable. With just a few executions it is hard to spot a bot.
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Finally, in the real world, I think lack of variability is less likely to be a "bot". Why? If your combat tactics work, the enemy dies. The opportunity to realize invariant behavior is reduced by mortality.
AI in tactical mode does not have such a goal - to make a challenge.
In order for the AI to make a challenge, two things are needed:
1) Strict win/lose rules
2) The balance of troops between opponents, which is strictly maintained
For obvious reasons, both points are unacceptable in a wargame that tries to reproduce the historical course of events.
And AI is a bot anyway because it is AI.
Your point 1) and 2) are true, of course, but in the game it is still possible to apply them. Just the conditions need to be right or alternatively an evaluation can be done how well assets are used under the specific given conditions (at least roughly).
1) The AI has often enough the goal "take this square", even if it does not want to win.
2) Often forces are very unequal, but then the test for "challenging/good" AI could simply measure how many casualties the more powerful side suffers vs. the less powerful side. This is basically already done in the game.
And as my favourite part 3) To really compare AI performance (and by that how challenging it could be) with the player it would be essential that all test-players play strictly with the same set of game rules the AI uses.
This always leads to player questions like "I killed everyone, why did I lose?"
That is not displayd openly anymore, so no problem :). But everyone can compare how much personel, vehicles and guns are lost and then make a ratio from that using own/enemy losses and power ratio. Killing everyone but losing as many men when the actively used forces (that is another important parameter) ratio is 5:1 just is not especially great.
I wrote this just for the hypothetical case that somebody wants to recruit 1000 players to play the same battle and then collect all relevant data to make statistics which might be used as tentative indicator to measure the quality of the Mius AI :).
Thank you for a very interesting Fathers' Day morning read everyone above.
I'd love to throw my 2 cents in the ring, and I'm going to post this in 2 parts because the discussion seems to me to be in 2 parts. ...