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It can be a good philosophy, but you have to also know when to discard it.
Starcraft 2 has a couple cases where the brutal AI was programmed to make harder to execute moves like focus fire, but it can backfire on them. For example they often go out of their way to target down medics, which if the player knows, they can place medics deliberately in spots that bait the AI into a bad engagement.
The AI trying to be smart can sometimes make it do dumb things, interestingly enough.
Knowing a bit of coding and observing/testing out games has made me realise how easy it is to abuse the AI in so many games. Once you peek behind the curtain it can make it shockingly easy to find behaviours the player can exploit.
You start from the best you can do without help and then let players report these things that they can exploit about your AI.
Knowing this, you can then come up with solutions to counter those exploits or mimic them if they are generally useful.
For my "Remnants of the Precursors"-AI that's something I have done. For example: Players figured out special tactics like using repulsor-beams to protect ships that don't have repulsor-beams themselves. The AI would already realize when it can't harm the ships with the repulsors but would still try to get to those without. So they just allowed the player to kill a lot of their ships before they would eventually retreat.
So I had to find a way to identify the situation and have the AI act accordingly.
If you keep doing these reactive AI-fixes until they dwindle down and you don't get reports about stupid behaviors anymore, you'll end up with a much stronger AI than what you started with.
Btw. real-time is really a different kind of animal when it comes to making AI for. I tried making a SC1-Bot with BWAPI with some success but overall it was very frustrating. The big difference to turn-based is the debugability being so much worse. With turn-based games I simply have an auto-save every turn and replay the turn over and over in order to reproduce, fix and test an issue.
With real-time it's extremely difficult to figure out when something went wrong. For example: I had an issue where my AI would stop making additional hatcheries but I have never been able to figure out when. Or it would stop transfering drones to other bases and I also couldn't figure out why. The AI does a cycle 25 times per second. So logging everything is impractical. If one single thing breaks it can cause a cascading effect and the whole game will be lost.
It's a shame. My AI was the best of all of the competitors when it came to killing enemy scouts because I predicted their movement and sent my zerglings not to where the unit currently is but where it will be in the near future.
It also had a very adaptive macro-style that could seemlessly switch compositions if needed. But for that it wouldn't have to break on the way there.
Also it was so tough to deal with all the cheese-bots that only did one thing but really well. If I play a build that is save against off-gates it will be much worse against anything economical.
Another thing is you also couldn't make your algorithms too complex because they'd have to be processed within a split-second.
There were some extremely clever workarounds right in the API. For example the map was analyzed once and the data of that analysis was stored as a file. This way the AI didn't have to pathfind but could instead access a model of the map where the pathfinding was already done.
A shift in gaming trends and the biggest companies quitting the genre entirely kind of killed RTS for a long time. Blizzard was basically the king of RTS and they abandoned Warcraft entirely focusing on World of Warcraft instead and Starcraft 2 kinda just chugged along, getting some ressurgences with each expansion and especially with the Co-Op mode, but it was then abandoned and also while it was alive, it also took air from a bunch of would-be competitors.
The MMO craze and then the MOBA craze took the market by storm, so there just weren't that many strategy games being released, all the big companies were chasing trends, RTS was an old genre that they didn't see much promise in.
For turn based, Heroes of Might and Magic kind of just declined into oblivion over the years, each sequel getting worse and performing worse, there wasn't even a lot of competition, not many companies wanted to make a game in the genre at least until this one came along.
But there were other strategy games that did perform well. Civilization has been going decently strong for a while now and Paradox carved out a niche and is going steady, meanwhile Total War carved out their niche and proceeded to promptly run it into the ground.
All this to say, there's a reason coding fell over the years, because there simply wasn't much interest for companies to invest into the genre. Strategy doesn't quite have the same mass appeal as some of the more action oriented games do, and the console market also became rather huge, and strategy games don't do well on consoles.
That said there is an RTS boom in the making with the likes of Stormgate, Zerospace, Gates of Pyre and some yet to be announced titles in the works, all made by reputable teams with a lot of community support and I think Turn-based strategy can also make a resurgence, if SoC does well, then perhaps there's going to be other games like it.
I will single out Civilization as being something that really drove me up the wall though. A human player will build libraries, universities, have scholars, specialists, resource buffs and so on and so on to research technologies. Meanwhile the computer opponent simply uses the formula "my tech level = player tech level + difficulty". Ugh. Still have a grudge from the time Germany stole democracy from me and built the associated wonder in the same turn, which is literally impossible for a human to do.
Please fix the absurd cheating AI, its driving away my motivation to play
How long do we have good Chess-AI but still take a look at all those big Franchises, like CIV or HOMM --> all of them get really fast boring vs. AI, because the Devs are not capable or want to implement sometimes the most basic rules. (Furthermore take a look at all the ongoing AI development in any other way in the www).
And i know all the argues, since i have played my very first digital Board Game, about "a good AI would be bad to play etc. etc.", again --> why was it able to coded for Chess 40 years ago already, with a lot of Difficulty Options (the very first one of my father have had 12 iirc, as a Kid i never ever going above Level 3 or 4?).
And please, do not bring the argue "games like CIV or SoC are much more complex then Chess, because "yes they are" but in the End it is only a longer road. Is it hard to code, i really believe so, but is it really not possible to do? In the End it is a time = money thing, because: How many Players will even think about it or mentioned it?
Same road as going for a good written storyline. Why is SoC first DLC have no new Campaign --> because it is a time/energy investment, they could not afford, and this is not said in any critical way, it is just the way they have decided to go.
In conclusion: I really not except a perfect AI from such a samll Indiecompany, but frankly franchises like Civilization should increase the overall experience, because this way smaller companys could maybe learn and copy some "ideas or ways" to let the time/energy investment going down for a very good AI.
The AI gets the cheating bonuses same as they do here, but the bonus is not a static one, but rather they get more the longer the game goes on, that way even if the player snowballs harder than the AI, the AI will be able to match the player, and the AI is no longer impossible to beat at the start of the game.
Scaling difficulty should be industry standard for all strategy game and it boggles my mind that it is not.