A long time ago I was semi-involved with the Ultima 6 Online (U6O) project. A friend of mine was making it, and as a fellow tech-head we often discussed aspects of it. One big issue was how to make the monsters act, and how to make vampires act noticeably more intelligent that rats. I recall we came to the following options:
zero - monster acts randomly, completely ignoring the presence of players, only attacking if it bumps into it.
low - monster attacks a random party member, randomised each turn.
medium - monster attacks a random player in party, and then always attacks same target following turn.
high - monster attacks best target in terms of threat potential (damage you can do / hit points left).
Once these behaviours were defined, you could then say a monster has a set percentage of acting according to each level of intelligence each turn. So a vampire might have a 90% of acting high each turn, and a 10% of acting medium. Rats might be 75% low and 25% zero.
Obviously this cannot e directly copied over into civ, as the format is completely different. But by defining several possible AI behaviours for the same act, and then setting chances of acting according to each AI pattern, you can give widely iffering AI personalities. The different personalities need not even be on a clever/stupid axis as in this example, but could be on a builder-expander-whatever multiple axes.
Thoughts?
zero - monster acts randomly, completely ignoring the presence of players, only attacking if it bumps into it.
low - monster attacks a random party member, randomised each turn.
medium - monster attacks a random player in party, and then always attacks same target following turn.
high - monster attacks best target in terms of threat potential (damage you can do / hit points left).
Once these behaviours were defined, you could then say a monster has a set percentage of acting according to each level of intelligence each turn. So a vampire might have a 90% of acting high each turn, and a 10% of acting medium. Rats might be 75% low and 25% zero.
Obviously this cannot e directly copied over into civ, as the format is completely different. But by defining several possible AI behaviours for the same act, and then setting chances of acting according to each AI pattern, you can give widely iffering AI personalities. The different personalities need not even be on a clever/stupid axis as in this example, but could be on a builder-expander-whatever multiple axes.
Thoughts?