Emergent AI In an Indie RTS Game
x4000 writes "My recent RTS game uses a new style of AI that hybridizes rules-based AI with emergent AI logic. As a disclaimer, I'm really not an AI programmer at all — my background is in databases, financial modeling, etc. But it just so happens that database experience, which often involved distilling data points from multiple sources and then combining them into suggested decisions for executives, also makes a great foundation for certain styles of AI. The approach I came up with leans heavily on my database background, and what concepts I am familiar with from reading a bit about AI theory (emergent behavior, fuzzy logic, etc). The results are startlingly good. Total development time on the AI was less than 3 months, and its use of tactics is some of the best in the RTS genre. I'm very open to talking about anything and everything to do with the design I used, as I think it's a viable new approach to AI to explore in games, and I'd like to see other developers potentially carry it even further."
"I just wrote a game. Heres some techy stuff to get it posted on slashdot. Yay advertising!"
could you catalog user actions and use them as possible inputs for your AI?
like this: http://slashdot.org/comments.pl?sid=1165583&cid=27243769
it would seem this might make for the most challenging AI - one that
learns and mimics good human players. I have yet to see any games
that can do this well
Summary reads like a marketing blurb but the actual article is slightly more interesting. The basic idea is that in an RTS game, the AI is at a unit level rather than an 'almighty all-seeing controller'. It is a fairly interesting idea and does sound sort of different way of thinking about computer RTS opponents. Weather or not this actually makes for a fun game or a good idea remains to be seen, but at least there is something (dare I say) slightly innovative about this.
I'm very open to talking about anything and everything to do with the design I used, as I think it's a viable new approach to AI to explore in games, and I'd like to see other developers potentially carry it even further."
If you're serious about this, then release it under a Free software license.
I seem to remember most all of these things were in (or experimented with) the RTS games I worked on a decade ago - Age of Empires/Kings/Mythology (Decentralized Intelligence, Strategic Tiers, Sub-Commanders, etc). Not all of those were exposed to the end-user via the AI script / expert system / etc, and things improved with each iteration.
I also remember that while some Ai things may have seemed like great ideas, and were neat to implement, they didn't always make for a better game experience.
And I personally say you should make an economic AI that is bound by exactly the same rules as human players, and doesn't cheat at all. And as I remember, the definition of 'doesn't cheat at all' was an occasional ongoing discussion and subtle things that could be considered as cheating, like 'Can I Path from here to there?' or the reactions times of the computer vs a human sometimes had massive implementation ramifications.
A good test in my book was 'can the AI handle a wide range of truly random maps / game worlds.
Humans will always be finding the limits of Computer player AIs, and saying you'll just put in counter code whenever someone tells you of your AI's limits... Hmmm... I think that's weak.
All this has been done before, and all this will be done again.
All the above is solely my opinion and recollections, and in no way speaks for anyone but myself.
I'll ignore the shameless plug.
Ever since I wrote my first connect 4 game in the 80s - and was totally thrashed by it, I never beat it - its been clear to me that the trick is to degrade a computer player in most circumstances to the level that it appears to have human flaws and play in a more human fashion.
Of course this logic only goes so far and some games require a search space so vast or a completely different programming model that even now a computer cannot beat a competent real human (Go is an excellent example of this).
The point is that it is easy to program a computer to win, the hard part is to program is lose convincingly.
I quote "the graphics have been made available under an open license in April 2007" http://en.wikipedia.org/wiki/Tyrian_(computer_game) so how are they stolen?
my background is in databases, financial modeling, etc. But it just so happens that database experience, which often involved distilling data points from multiple sources and then combining them into suggested decisions for executives which blew up the stock market.
NNs have the huge draw back that when you find a situation in which the AI does something completely ridiculous that ruins the game it's really hard to fix especially if you need to ship soon. Your small tweak will likely mess with some other situation. This is more likely in a video game than in a game like checkers since there's more factors at play (interaction with the path finding, etc).
Backgammon is a better example than checkers. TD-Gammon not only plays the game very well, but changed the way people play the game. There were a number of situation where it played differently than the traditional expert recommendation of the best play, and it's play is now the one the experts use.
Some games won't be so great at the "learning by playing against itself" NN approach. Anything in which getting stuck in a loop is reasonable will be problematic since the if the game doesn't end there's no result to learn from. In an RTS, this might be the case where you can build a defensive structure that is effectively impenetrable, neither one is going to win even though it could be the optimal strategy (if not losing is the goal, as opposed to winning).