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-AI will never be better than a human (unless it cheats)
-Sometimes it's really un-fun to playing against a very smart AI. Despite what many believe, people play games to win.
Very true. Play against a machine that's literally programmed to outmaneuver its opponent and does so perfectly well, and you'll lose every time. Computers compute faster than humans.
It absolutely does, I was a bit unclear on that. What I meant to say was that we'll never see remarkable overhaul-level improvements in AI unless we get a "copy" once or twice. Over time, the AI absolutely as improved. I still remember it trying to charge in Medieval 2...
I have minor concerns about AI to be honest when I see how people in the streams win on Legendary difficulty every time. I really hope that with a bag of gold developers already got from presale the AI team is already engaged for further improvements.
Not if you use pause to give the human brain time to think. Which is why I use pause.
But i wish me a ai, with different templates. Why are there not like 50 templates, which the ai can choose from? she don't have to think. The Ai needs only templates. Like Where are the cavalry of the player, where are the archers, are they in forest, on mountains, etc? And when one of the template match with this what the player does, the ai can act to it. The ai should only check every 10 sec in the battle, what the player does and choose from 1 template. Always.
All of these templates can save from a human in. And the ai must never think. Only choose the correct thing and check it regularly. When there a lot of templates, it would feel like a thinking ai.
It has the planning abiltiy of a falling slice of Pizza.
And this side of AGI that will not change anytime soon.*
It is not a mater of skill. We literally do not know the math for it. And without knowing the math, we have no hope of teaching a computer how to do it.
All those Economic Cheats, Rule Cheats and unit spawns? Those are meerely there to compensate for that issue.
They are "can not plan" offsets.
*There are a few games where we amanged to simulate planning ehaed:
- TicTacToe is so simple, a basic weighting can emulate "planning".
- With chess we have literal centuries worth of played games, to tree search across towards a winning board
- Itterated Destilation and Amplification can get us a "simulates planning" Network.
But this side of purely turnbased 2 player games, all bets are off.
battle has:
chance to be normal
all cav left/right flank
set ambush on map
Take strongpoint and stay defensive
Honestly, this is not much work and would give the player tactics to react to. At the moment you only react to strategy and battle development/where are what reinforcments needed
This is an over simplification the AI needs to be able to do way more than just choose templates.
it also needs to be able to take terrain into account, and needs to be able to judge timing, when is it neccesary to charge etc.
also those templates in your scenario only work if the AI can see all your units, you'd still be able to trick the AI by hiding some of your units.
I agree that having more tactical variety is a good thing, but it's not the only part of making a good AI by a long shot.