Most Impressive Game AI?
togelius asks: "I have the feeling that when developers make the effort to put really sophisticated AI into a game, gamers frequently just don't notice (see e.g. Forza). Conversely, games that are lauded for their fantastic AI are sometimes based on very simple algorithms (e.g. Halo 1). For someone who wants to apply AI to games, it is very interesting to know what AI is really appreciated. What is the most impressive game AI you have come across? Have you ever encountered a situation where it really felt like the computer-controlled opponents were really thinking?"
Have you ever encountered a situation where it really felt like the computer-controlled opponents were really thinking?
No, but I've rarely encountered games where it feels like my human opponents are really thinking, either.
A lot of AI that is used in games today can come off as cheap since the computer can think and compare much faster than a human player. Imagine fighting an opponent that can react 10X faster than you.
Another way to look at it is if you think that the AI is learning patterns and adjusting for tactics.
That's been played out in many genres, the most recent to come to mind is the Stargate SG1 episode where a character must face a situation that adapts to his efforts and becomes impossible to beat since the game can react faster than he can and has a perfect memory.
It's a ballance that game AI must match, playability and difficulty.
) Human Kind Vs Human Creation
) It'd be interesting to see how many humans would survive to serve us.
When I was contemplating learning video game programming, I was reading a guide that told you first to program a pong clone, and then a pac-man clone. Why pac-man? It teaches you AI. The ghost behavior is actually fairly complex. One ghost wanders randomly, another tries to get on the opposite side of the board from wherever pac-man is. The other two form a hunting pair: one tries to cut off your escape while the other goes for the kill.
I never thought that the ghosts would be so complex!
Computers are useless. They can only give you answers.
-- Pablo Picasso
Civilization III. It's uncanny how it makes you think the game is outright cheating.
Don't blame me, I didn't vote for either of them!
Well, one of the greatest experiences (And still is), AI wise, is Stardocks XXXX-type space strategy game, Galactic Civilizations 2. I especially like, when on easier levels, you do something, and the AI race sends a message "It seems that you are making a massive buildup for war. However, with this difficulty level, I pretend not no notice it until you actually make your strike." or something to that effect.
The Best AIs I've found are in some games like Yu-gi-oh the card game I'm currently working on nightmare troubadour and most of the opponents I've played always make a "great" move. On the other hand there's a couple opponents who are dumb as bricks, yet these enemies are suppose to be dumb as bricks (they are first time players in the story) And it's amazing how poorly they play (the play "well" for stupid AI, but they make bonehead moves that a new player can easily capitialize on. The player feels like each player has a different style, not just a different deck, and that makes for a much better game. (this is coming from a 25 year old guy in the game business).
The reason it's great is that there's simple rules to the game that the AI can know. There's been one point in the game where the AI got confused mainly because I blocked her in with a couple traps, but overall the Ai's abilities in the game are outstanding.
The important think to know about AI in games is it's not "AI". It's scripts or code that simulates scripts. There's no neural nets or anything else because we can't get the power for a neural net in an active game. In chess we can but then chess no longer is fun unless we tone down the "intellegence".
Some other great AIs are Gears of War (On insane they do great flanking maneuvers and such) Ghost recon (they really seem to know how to take cover and make it a challenge for the player to take them out. however the friendly AI leaves.... alot to be desired), Oblivion (watching random people walk around is pretty impressive, it helped build up that game.) and others, but there's none that make me think I'm fighting a real person.
There is a push to create truer "AIs" in games, Gran turismo created a way to train Drivers, Forza 2 is improving on it's drivtar system, Virtua fighter 4 had a way to teach an AI fighter, which was cool and indepth. But these are all "Scripts" taken from player experiences, not exactly AI. There's other games working on "true AI" but even then it's still toned down because we don't have the tools to make the driver "think" yet. It's just rail following and teaching the computer how to follow rails or when to break away from them.
I wouldn't say the molyeniux's games had great AI but they have good AI that at least learns a bit. Yet they feel like it's all you telling the game what to do, and it trying to figure out what you want it to do (and it fails) where as the Sims has interesting AI, but never feels real (mainly because the game never feels real).
So overall if you want to see good AI, look at simple games, expecting full 3d world simulations to have great ai is still a long way off but it's slowly coming. However this push for "graphics graphics graphics" won't help AI in the long run, but hopefully in a couple generations we stop worrying about graphics and work on AI and physics which seem to be more beneficial to the player then higher polycounts.
I am constantly amazed at how bad the AI is in this game, after years and years of developement you would think that the Ai would have developed alittle more. While very advanced in speech capabilities, the AI relies on taunting you by claiming you are a noob, cheater, or a camping f**ktard, and will even call you GAY. In game play the AI is still weak and just does the same thing over and over again, and will constantly be baited into sticking its head around a corner, or runs into flashbang grenades on a very regular basis, failing to learn from its past and how it got owned over and over. Finally the AI deems you are a cheater and runs to load another AI called an Admin that will ban you because it cannot understand how you are so much better then it.
---In a time of Chimpanzees I was a Monkey.
Personally, while enemy AI is something that's pretty neat to see in action, it's the friendly AI that gets my attention. Most games seem to put all their effort into the enemy, while you friends turn out to be schizophrenics with an IQ of about 40. I haven't played, but I have heard that something that people complained about in Gears of War was was the poor team AI.
I don't play many games any more, but Halo 2 was one that I thought pulled ahead of the pack a bit. Friends that can drive vehicles was pretty cool (albeit not always the safest drivers...) allowing you to man the gun in the back. They also seem better at not running right in front of you when you're in the middle of launching a rocket, and also do little things like take advantage of available cover (or in other cases jumping up on top of said cover and getting blown to bits). Halo 3 is supposed to have even better AI for both friendlies and enemies, and that's one of the things about it I'm looking forward to.
"What do you despise? By this are you truly known." --Princess Irulan, Manual of Muad'Dib
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The best AI I have seen is probably in WC3. However, I feel that in many games, it isn't the AI that is good, but rather that the computer players sort of cheat by having knowledge of everything in their environment; for example, they know (from the beginning) where the bases of other players are, instead of having to search like a human player. This gives them a huge edge - think of it as a human player playing against another with a map-hack, very unfair.
I would have to say that the AI for Wesnoth, an open-source Turn Based Strategy, is one of the better AIs I have encountered (for that genre of games).
Although it isn't that the AI is that well done, it is that the rule set is simple enough that an AI can follow it.
I've played Civilization, Heroes of Might and Magic and Masters of Orion, the trinity of TBS games. Although they were often very good, the AI could only win in all of them due to "cheating" of a sort. The reason was that the various different factors to be considered were behind the planning ability of an AI. For example, in Heroes of Might and Magic II, there were seven different resources that a player could collect. Often, towards the end of the game, even while it was badly losing, the AI would be running around trying to grab resources, and would lose because of it. In Civilization II, because there was so many different units and improvements to be built, the AI would produce useless units, or spend all their time building improvements to cities that were about to be captured. The algorithm for keeping track of so many factors is impossible to make in an AI. AIs can't understand what is relevant and what is not.
So, in Wesnoth, there is only one resource to be considered, gold. Damage is also a straightforward mathematical calculation. So with the simpler rule set, the AI can play in a relevant way. Not that the rule set is simple in the sense of easy, it has a few factors, but those few factors can be combined in intricate ways.
So Wesnoth has one of the better AIs in my view, although of course it can still be tricked and worked around, but then any AI can be.
Hopefully I didn't put any [] around my words.
Ive noticed that AI is not designed to beat your next move but is designed to cheat you without the player noticing. Command and Conquer and Gears of War are two games that have two well hidden cheats. Command and Conquer is twelve years old almost, the enemy AI was programmed to always have full resources as long as one harvester made it back. Therefor what would take you five harvesters would only require them one. Most players would of never noticed this unless their strategy was to cut off enemy resources instead of an full out assault. Gears of War was praised for having AI that used the environment to their advantage which helped cover a little cheat they had. The AI had a weird tendency to know exactly where you were as long as your cross hair covered them or came close to them. For example if you were to pop your head out and just happen to have your cross hair on an enemy turret that was always firing at a covered friend, it would immediately start firing at you, this would also goes for the regular grunts/guards. This is very noticeable on "Insane", since that mode requires you to use cover 90% of the time and better tactics then rush in and shoot everything that moves. AI is not designed to outsmart/out think/or consider your next move, in my opinion most AI is designed to defeat you by using small cheats in the programming that give it an unfair advantage and hopefully designed so that you wont be able to notice it.
GalCiv II has given me the worst beatings I've ever taken in a strategy game. Shogun: Total War managed to spring a tactical ambush on me once (although in fairness my grip on tactics was much worse back then). Both of those AIs gave me a challenging game experience as a player, which is what "good" AI should be judged by.
However, if we're talking about "impressive" AI, nothing I've seen in the gaming world can compete with Paradox's EUIII. Yeah, I know, each individual AI nation makes a lot of bonheaded moves. But the game is managing the armies, navies, economic, religious, colonial and foreign policies of up to 300 nations, every game day when a game year can go by in a minute or two, on a 1.9GHz processor. Considering the number of cycles and the amount of memory avaiable for each AI opponent, it's simply amazing to me. I really think that should be the basis of comparison, not so much the level of play the AI achieves, but the level of play it achieves with the resources available to each AI player. If nothing else, that standard makes it meaningful to compare old games against new ones.
I'm just glad I'm not the only person Mario Kart's cheating AI infuriated.
Back in my greener days, I lost a few SNES controllers to a perfectly tossed egg from Yoshi on Rainbow road. That motherfucker.
Here's a short article on the A.I. in the game F.E.A.R., "F.E.A.R.'s AI Demystified", (in more detail here). Having played through F.E.A.R., what impressed me so much was that a lot of what is called A.I. is actually audio and animation. You can make enemies seem way more intelligent than they really are by doing stuff like have detailed animations for stuff like hopping over barriers or diving through windows that's triggered when they are in certain spots. They would also have the enemies shout stuff, if you had your flashlight on they would scream "Flashlight" and dive for cover.
I'm also very impressed with the AI in the original galactic civilizations. It does cheat at the higher levels, but up until that point (I think normal mode doesn't cheat either way) it's very impressive and it really does feel like the AI is thinking. More impressive is the fact that each major race has its own AI: not customized by arguments in the race, but specific, independent C++ code telling them what to do, written from scratch.
I used to carry a bottle of whiskey for snake bite. And two snakes. -Nefarious Wheel
Google Maps AI rules.
See point 23
45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
If you want a really challenging AI, and one of the best I've seen around, I highly recommend Galactic Civilizations 2. It's a 4X game similar to Civilization but takes place in space. The developers frequently post articles about the AI and how they are continuing to improve it. Furthermore, they read user's strategies and then improve the AI. The greatest part is that on the Tough setting (highest difficulty before they start giving the AI bonuses), the AI provides a challenging game. This is unlike most AIs where a "challenging" AI essentially means that it has a 200% economy bonus. Interestingly, the AI adapts to your game play and they have talked about using the second core in dual core processors to analyze previous games and use different tactics to counter known strategies.
I agree, GalCiv II certainly has a very tough AI.
Another very good one is freeciv. Freeciv may look much cheesier than the regular civilizations but in AI it surpasses it by far. I suppose it helps that it is developed by players of the game.
Galactic Civilization I and II (see: http://www.galciv2.com/) is one of the few games I have ever played where it seemed like the computer was thinking. If you have never played GalCiv, and you like strategy, I highly recommend picking them up. I consider them to be superior even to the Civilization series. Brad Wardell prides himself on the AI, and it definitely shows. The computer is very difficult to beat and does not cheat. It actually responds in a logical manner, which makes GalCiv go from just being a number-crunching exercise to an actual strategy game. For example, when making some "aggressive" moves towards an enemy (moving some attack ships to an "ally" to wipe them out) I've actually had the game pop up a message from my ally (before ever entering his space) saying something to the effect of "I used to play video games when I was a kid, and when I did I used to build my forces up and send them to sneak attack an opponent. Well I am no video game." Other things like the fact that if another civilization is dependent on you for a large amount of trade income, they won't just randomly attack you because it would hurt them too.
Unreal Tournament.
It had the first bots that you could play against for hours and not even notice you were offline. I havn't encountered a more convincingly human AI in the dozen FPS games I've played since, including UT 2k3(which probably means that the UT maps were just easier to code for).
It's the only game where you can feel yourself increasing in skill over the course of a few days of playtime, and ratchet up the difficulty a bit and get the same kill ratio, without feeling suddenly overwhelmed by perfectly aimed headshots.
People in Soviet Russia, however, appear to be afflicted with amusing juxtapositions of the aforementioned situation
With Blake's http://apolyton.net/forums/showthread.php?s=&threa did=159157A Better AI which Firaxis actually included in the latest patch, it's gotten pretty impressive.
Humpty Dumpty was pushed.
AI has nothing to do with difficulty. It has to do with realism, that you picture the opponents as real people and things that behave accordingly.
Creating difficult opponents is just a matter of reaction and aim. They can just stand blatantly still and fire at the very nanosecond you reveal yourself.
Good AI is the kind that retreats when it is outnumbered, interacts with its comrades and the surroundings, explores and interacts with the mess that you yourself may create and so forth.
Full Tilt
Anybody remember Falcon 3? While all the other sims pretty much had scripted missions (many still do), Falcon tried to run the whole war in the background. And when you ran into other planes, they acted pretty convincingly. They were hard to beat as well, I remember the Mirage F1s especially as being pretty tough in a dogfight. Pilots of different planes acted differently according to their planes strength/weaknesses. They used 6 months to patch the game sufficiently that it didn't crash all the time, kind of understandable with the complexity.
The game was not perfect, its crap save system for one thing BUT playing as the alien had some nice moves.
For once the "enemy" was more then just cannon fodder with a deathwish. You were a nasty scary alien and the humans knew it. So a fair number of them would NOT react all that well to signs of your presence.
Once I was hanging upside down from the ceiling slowly eleminating the lights. Below me a civilian must have spotted something for he threw up a molotov cocktail (or similar) at the shadows. Offcourse gravity did its job and it exploded when it fell down again and engulfed a soldier and another civie.
Another event had me again on the ceiling staring around corner down a hallway that was sloping down. At the end a soldier with a rocket launcher must have spotted me for he fired a round. Pity that a bend in the tunnel was in the way and the rocket exploded just a few meters away from him. AvP had volumetirc flames but by the time it reached me I had already ducked back into hiding.
Other events saw soldiers machine gunning straight to civilians as they tracked me and scared people hiding in toilets and throwing grenades in confined spaces.
In itself stupid behaviour every last one of them BUT made realistic because of the fact that the AI acted as if it was scared.
If it had been a regular soldier fps the AI would have blown chuncks, but because you were a scary nasty meany alien chewing the head of humans, the AI worked.
The combination of soldiers tracking you down combined with the capacity to introduce a state of mindless terror really worked. AI makes a dumbhead move? Must be because you scared it senseless.
Pity the sequel lost all of the originals capacity.
A really great AI must make you believe you are part of a real world.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
It's my manager's; Basically his algorithm is to listen to what I have to say, deny my ideas or find a situation where an exception would be generated and then depending on the number and level of participants, introduce my idea as his. I tell you, that shows great intelligence to his overlords although it's artificially generated but the actual participants start to get it after a few times.
Custom electronics and digital signage for your business: www.evcircuits.com
It's not a star, not the same way you get a star from a question block. It's an invincibility special ability. It's not quite the same as a regular star as it doesn't make you go faster, improve your handling, or allow you to drive with reduced penalty on grass/mud. It's just invincibilty + collision damage.
All of the AI players have their own special abilities, which fall into two basic categories. Mario and Luigi get invincibility, everyone else gets a tossable/droppable item (Banana, Fireball, Shell, etc) which they can use repeatedly.
It's not the same kind of cheating when a car mysteriously catches up to you at seemingly supersonic speed. In the former case, it's an obvious game mechanic. In the latter case, they're trying to be subtle about it and use it to cover up AI weakness, hopefully without you realizing that they're doing it.
Random and weird software I've written.
Had a similar depressing experience in my class on AI. The task was to build a neural network that could guesstimate the sex of a first-name. A quite complex neural net, trained on 300 random male and female names could thereafter guess the correct sex of a name about 65% of the time.
Which seemed impressive until someone pointed out that a trivial table-lookup of the most common 100 female and male names, and random guesses for everything else is enough to reach about 70-80% (depending on the country the names are from, some countries have more variation than others) and even something as simple as "if ends in a, guess female, otherwise guess male" is enough to reach similar "accuracy" as the neural net.
Ask Kasparov...
Nice work, Ender.
This too shall pass.
That is very refreshing to see these days. I have given up on most PC games these days because of their copy protection systems.
I've seen some fun glitches though. The best was persuading an AI player with no capitol city to give ALL of his cities in return for a lot of technology.
# cat
Damn, my RAM is full of llamas.
AI in games is mostly triggers and actions.
It's still AI if those triggers are hardcoded or based on statistical analysis.
It *is* intelligent for an NPC to realise a grenade was thrown by the player into it's general area, and throw it back at the player. That's not to say it shouldn't be ranked highly or that it is a crappy AI.
If an enemy hops over a wall next to him for cover it's the enemy realising that he needs cover and there is an easily hoppable wall. He could just as well duck behind a barrel, but the barrel may be made of soft shitty wood, the wall is nice and made of brick. It makes an education decision just like we do. They may well be SCRIPTED.. if near wall hop over wall else if near barrel duck under barrel else if player is actually in effective firing range, run the hell away else sit there and taunt them into the minefield..
Think of your thought process when you would be in the firing line and you have the choice between ducking behind a worm-riddled barrel to avoid gunfire, or a solid brick wall that you can hop over. How many seconds does it take? Can you remember every microdecision you made? No, you think "ohshit I'm being shot at" and probably duck behind the barrel under stress, when it starts to splinter then you scramble over the wall and realise you dropped your gun hopping over the wall..
Does that make it crappy AI that it did not break out scientific analysis of the situation and count variables or do complex physics?
I don't know where you're getting that bullshit from, but it's completely untrue. You don't even have to enter the CD key unless you want to download updates.
The AI could see not only see in a view fustrum, but also by how much light you were lit by. The AI could hear depending on what surface you walked on, you could affect the light by putting out torches, affect the sound my mossing the floor. The AI notice bodies and things out of place, such as a climbing rope. The AI also had different alert states. I think that they are pretty good for a game made almost a decade ago.
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There are over 400 Thief series fan missions. Last night, I played "Ominous Bequest"
http://southquarter.com/?p=131
One level change for 6 hours of gameplay! Yes, Thief 1 and 2 graphics are quite dated, and low-poly, but if you can forgive that, the gameplay and atmosphere compensates for it.
Lately, there's been a reinsurance in Thief 1 and 2 add-on missions. There's a updated version of 680mb Thief2X add on. Missions like "Ashen Age," and a "Night in Rocksburg" have breathed a little life into T2 visually.
http://forums.eidosgames.com/showthread.php?t=552
http://southquarter.com/?p=131
Someone is working to refresh the Thief Series Engine, but the source code would help. I wish that Eidos would release the source code--for an eight year old game.
http://www.ttlg.com/forums/showthread.php?t=10228
https://www.youtube.com/c/BrendaEM
Well no, of course nothing in any existing game (or anything existing period I guess) is close to true artificial intelligence in the larger sense of the term. For the context of gaming I think it's fair to say everyone knows we're talking about creating the illusion of intelligence within the bounds of gameplay.
Spelling mistakes, grammatical errors, and stupid comments are intentional.
Been watching it for 3 years at least, originally its AI was going to be groundbreaking. After getting the game last week, and playing/beating it, the AI was indeed SUPERB, but not groundbreaking. However It is the best AI that I've ever faced. As a group of enemies slowly move from covered position to covered position and outflank me to get a shot, always keeping their heads JUST above say the ridge of a hill to give me the smallest target possible, ducking back behind cover to reload, crouching and walking slowly when trying to be sneaky. It was truly outstanding AI and I Appreciated the hell out of it.
Far Cry has great AI. I don't remember ever going "zomfg the computar is thinking!!!", but the enemies respond in a sensible, coordinated manner -- sweeping areas where disturbances are heard, covering each other, and using weapons intelligently. Far superior to Half-Life (and, credit where credit is due, several years after Half-Life), but also in a much more open-ended game world, where the mobs don't just have to navigate a room full of crates.
The really sad part was when, halfway through the game, they switched from "smart" soldiers, to Doom-esque mutants who just ran straight at you. Ruined that game for me.
Game... blouses.
Operation Flashpoint is among the most impressive games that I have seen when it comes to AI, not necessarily because its the most sophisticated, but because the AI has a very noticeable impact on the gameplay.
No matter how often you replay a mission, it will always come out totally different. This comes in large part from the very open nature of the game, namely there are basically no rooms, its all just one huge outdoor environment and both you and the enemies can go basically wherever they want. It also comes from the way the missions are designed, there are no soldiers that jump out from behind a rock to shoot at you, instead the enemy soliders just follow their routine, they walk their paths, drive a convoy along the road or whatever they have to do right now. Thanks to the large area, they don't have to walk on a stupid 10 meter long path and then turn around to repeat it over and over again. This all leads to a very realistic feel, because all the limits of classic FPSs are removed. Its also not you against 100 other, but often more like you + 5 team members against 10 other, so its a much more even match. In Operation Flashpoint the player is also completly equal to the enemy, one good targeted shot and you are dead, no 100% health that slowly goes done while enemies die on the first hit.
Another aspect that is noticeable in Flashpoint is that there is a very clear difference between the state of the enemies, you can easily tell when they are on patrol, when they are attacking you and when they are searching for you. If you shoot at them they will notice it and react appropriately, this also makes it easy to tell when they don't notice you, i.e. you can hide rather well, a tank won't see you when you are crawling directly infront of it, etc. As a player its simply easy to tell what the enemy is currently doing, since the animations and behaviors are rather distinct for each of the actions.
Last not least Flashpoint is also a game where you need your teammates and where they are not just stupid cannon fodder. Most of the time your teammates can take very well care of themself and you don't have to babysit them like in some other games (HalfLife2...).
All that said, the AI in Flashpoint is far from flawless, it can often be a nightmare to get your group to mount a vehicle or get to a certain point, they will do what you want, but when they crawl around for a minute before entering the vehicle it can get pretty annoying. But overall Flashpoint really is among the best, it is however not just the AI itself that does the job, but the overall game design that threads players and enemies basically the same, it also helps a lot that the whole gameworld is interactive, if you see a tank, then you can drive it, there are no artificial barriers, no pre-scripted events that happen outside of normal gameplay rules. That scripting that is there blends perfectly into the normal gameplay.
Unless, of course, if you're developing Vogon Universalis
There was a game, Warzone 2100, that was absolutely brilliant in this regard. Not because the AI didn't do this, but because the player COULD. Not to the same level as the AI, but enough to give one an awesome sense of power over the battles.
Key features in that game:
Ctrl-click/double-click/box selection, and assignment of keyboard shortcuts (stuff we're familiar with in all games)
The ability to set postures like do or die, retreat at half damage, retreat at 3/4 damage etc (again familiar stuff)
Repair facilities - buildings that would repair nearby units - but with a twist. Vehicles set to retreat at X damage would retreat to the nearest repair facility instead of just going back to base and sitting there.
Mobile repair vehicles that automatically sought out and repaired nearby damaged units
Build Order chaining - you could give your construction vehicles orders to build a barracks, then a missile silo, then a factory, then a wall.
Target chaining. You could give a battle group a series of targets that it would attack. Commonly in these games we want to concentrate firepower, and this makes that happen.
Battle field production - you can actually order new units be produced at any of your factories anywhere from the front lines.
Target designation units for airstrikes, and artillery bombardment, as well as 'counter target designation units'. For example, you can assign your aircraft to a designator tank unit. Then whatever that tank targets becomes the target of all the aircraft assigned to it. They'll fly in, fire off their munitions, return to base to refuel/reload, and then fly back...
Or, for example, if you have a counter designator in an area taking artillery fire, the artillery guns in your base will automatically fire back on the source of that fire, if they're in range. (and those guns have AMAZING range.)
General units - this is the ultimate innovation. These units form the focal point of your armies.
Generals are hard very tough to kill units with a long range targeting laser. They have dedicated gui features to select and cycle between them. Units assigned to the general go where the general goes. Whatever they paint the units assigned to them attack. So...
Naturally you can link units to your generals.
You can move a diverse battle group without having to setup keyboard shortcuts, box selection, etc. This comes in handy, because it frees your keyboard shortcuts for other tasks. And units don't get left behind.
You can order that diverse battle group to attack a target, or series of targets.
You can link factory production directly to generals. (And built units automatically join the battle group.)
If the battlegroup is set to retreat at half damage, damaged units automatically return to the repair facility, and upon being repaired, rejoin the battle group.
The power this gives you is sublime, you can actually effectively fight on 2 fronts while holding down base defenses or doing mop-up. In most RTSes as the battle progresses you'll start to wear your battlegroup out, production will languish, units will be left behind, and evenually you have to call off the attack, order/pickup new units, and re-organize for another push.
With Warzone 2100, you can order up replacements for your losses as they occur without leaving the front line, you group will self repair, and repaired units will automatically return to the battlegroup. That combined with target chaining, and other features allows you to leave a battle for a few seconds to focus on something else (e.g. switch between multiple fronts or handle some base construction) secure that your armie can take care of itself for a minute on its, and worst case will be forced to retreat.
The only real concerns is if you are completely outclassed and can't even survive retreating, or if your supply/resupply pathing gets intercepted (or the AI chooses to send your damaged units into the enemy to get to the nearest repair center).