Someone find me a game where a strategic level AI is genuinely capable of:
1) Launching a coordinated large-scale amphibious invasion.
2) Effectively responding to a large-scale amphibious invasion.
3) Changing a nation's military unit production to counter what is actually occurring on the battlefield.
4) Changing a nation's technological research path(s) to counter what is actually occurring on the battlefield.
Well, SC2 has these features right now. The combination of a good generic AI plus scripted events (including customized events for Allied or Axis AI) plus scripted AI behavior based on game conditions allows a modder with sufficient patience to develop a challenging computer opponent. For better or worse, SC2 with its comprehensive editor does in fact do all these things. Not perfectly of course, but one needs realistic expectations for playing against a dumb machine.
SC2-WaW is even better. Several improvements to the generic AI make it noticeably better. A few changes to some script structures provide some more flexibility. And the editor is more comprehensive than it was before, allowing modders to adjust many game parameters that were previously hardwired. Keep an eye out for this to be released soon.
In retrospect, it's taken several years since SC was first released for Hubert Cater to grow his game and get the game and AI to this point. CEAW will likely experience similar growing pains on its own path to success. While many basic features of both games are similar, there are enough differences to make each game unique. And we should all encourage this! There may be a natural tendency for SC2 to become more CEAWish and for CEAW to become more SC2ish over time, but we do not want or need two exact same games where one has hexes and the other has tiles. (As if. [8|]) Allow the game developers to be creative and impress us with new wonders. [8D]
Right now the main problem with computer game AIs is that they hardly "learn from mistakes"
Another problem is programming/scripting the AI to focus on a particular grand strategy that integrates planning with research and production priorities. That would be nice. And yet another "problem" is getting the AI to perform feints and other deceptive maneuvers as deliberate actions. (AI bugs don't count!) Maybe someday we'll see a cunning computer opponent worthy of the title "grand strategist."


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