Siesta Guru
Prince
A meeting was called to discuss the future of AI+
I wanted to ask y'all how you feel about AI cheating going forwards now that I can actually program stuff and move units around to some degree. It's kind of important I decide early since it'll change the way the code needs to be structured, switching later will be a massive pain.
Basically, the way the lua API is structured, vision cheating is trivial, actually accounting for vision is hard. There's basically three routes I can go in, and wanted to ask you what you would be happiest to see.
- No AI vision cheats. This is the most immersive, but, it will lead to both the longest develop time, the weakest AI and the lowest performance. It'd take significant extra time to set up the architecture (to track vision), and it would be hard to mimic the humans ability to 'feel' where units might be hiding in the fog as well as the ability to chase units etc.
- Full on vision cheating + abuse. By far the easiest to make and get good results out of, but well, it makes some tactics like sneak attacks impossible. This will result in the strongest opponents by some margin.
- Decide on a case by case basis. I might for example not have the AI respond to enemy macro troop movements that are invisible, but would allow vision cheats in unit micro situations.
Note that the standard AI also does significant vision cheating, it's just not very good at having anything (visible or not) influence its behavior.
Spoiler :
I wanted to ask y'all how you feel about AI cheating going forwards now that I can actually program stuff and move units around to some degree. It's kind of important I decide early since it'll change the way the code needs to be structured, switching later will be a massive pain.
Basically, the way the lua API is structured, vision cheating is trivial, actually accounting for vision is hard. There's basically three routes I can go in, and wanted to ask you what you would be happiest to see.
- No AI vision cheats. This is the most immersive, but, it will lead to both the longest develop time, the weakest AI and the lowest performance. It'd take significant extra time to set up the architecture (to track vision), and it would be hard to mimic the humans ability to 'feel' where units might be hiding in the fog as well as the ability to chase units etc.
- Full on vision cheating + abuse. By far the easiest to make and get good results out of, but well, it makes some tactics like sneak attacks impossible. This will result in the strongest opponents by some margin.
- Decide on a case by case basis. I might for example not have the AI respond to enemy macro troop movements that are invisible, but would allow vision cheats in unit micro situations.
Note that the standard AI also does significant vision cheating, it's just not very good at having anything (visible or not) influence its behavior.