

Moderator: Shannon V. OKeets
ORIGINAL: SamuraiProgrammer
I have been following the posts about the AI for quite some time. I also have been following the posts in the Yahoo WIF group about the same subject.
I have a few comments.
First, do NOT listen to the naysayers!!!!!
THEY said man could not fly.
THEY said man could not reach the moon.
THEY said a computer would never beat a grandmaster at chess.
THEY WERE WRONG.
And now they are saying that a computer will NEVER be able to play a good game of WIF.
We will never know until it is tried.
I hope that the first complaint you get about the game is "The AI CHEATS" or The AI is too hard".
I hope that you are bombarded with questions about what free help you have given the AI.
I hope you succeed and I am pulling for you.
It is a daunting task. Of that there is no doubt. But, as a professional programmer with 20 years experience, I can tell you this. I would not have dreamed that Windows and the internet would accomplish what they have. The only think it took was willpower and money. Perhaps this is the time for WiF.
Go for it! Write a kick a$$ AI and make them run with their tail tucked between their legs.
I believe! [&o]
Dean
ORIGINAL: Shannon V. OKeets
For dumbing down the AIO, I still prefer just simply having it make poor choices about what unit types to build and where to deploy them. Though that doesn't sound like much, I believe it can drastically reduce the AIO's ability to attack and defend on land, sea and in the air. It can also affect its ability to interfere with enemy production and maintain its own production. The reason I have less inclination for using risky planning to achieve the same effect has to do with teaching the game to newbies.
It is hard to learn how to play better if your opponent is running around doing crazy things. Instead of focusing on basics, the newbie would get swept up in trying to solve of the bizarre problems/possibilities of WIF that are tangential to playing well.
An unimaginative AIO, who is a little slow about getting its act together, offers the newbie a chance to be in charge of what happens where and when. If the newbie can't force a win under those circumstances, then he has a lot to learn. As the level of difficulty increases, then tossing in the odd screwball seems more appropriate.
Arrrgghhhh, Steve, the cross, the cross !!!!!!!Personally, I prefer to give the AI some production advantage (in the range of +10% to +50%), as this allows the tactical AI to be unchanged on all levels.
ORIGINAL: Froonp
Arrrgghhhh, Steve, the cross, the cross !!!!!!!Personally, I prefer to give the AI some production advantage (in the range of +10% to +50%), as this allows the tactical AI to be unchanged on all levels.
The devil is here again !!!!
ORIGINAL: hakon
While dreams of an AI that is so good it will have to be "dumbed down" to be beatable by players are indeed nice, i doubt that this will be an issue except against players that dont yet know the rules. In fact, the whole concept of "dumbing down" the AI worries me a bit, for two reasons.
First off, I am worried that "dumbing down" the AI will increase the complexity of the code, resulting in longer development time and possibly more bugs.
Second, I am concerned that the game will be so easy on single player, that there will be no point in playing vs the AI at all. I dont want to sound pessimistic, but how many games are there out there of this kind of complexity that is even remotely capable of challenging a capable human player without being given some kind of an advantage? Making an AI for this kind of game is (in my understanding) immensely harder than for, say, chess, and I dont think there are resources behind this project compareable to those IBM had for making Deep Blue.
Personally, I prefer to give the AI some production advantage (in the range of +10% to +50%), as this allows the tactical AI to be unchanged on all levels.
At least for me, multiplayer WiF will probably still be done on top of a table, so unless single player is decent, I am afraid the game will be reduced to a solitaire trainer.
ORIGINAL: stretch
I'm trying to keep this in perspective. Writing an AI for WiF at all will be a gargantuan task. Making one that is any good may prove to be a Sisyphean task. Look at War in the Pacific for example. Apparently Gary Grigsby beat himself to death for months working on the AI for that game, yet it can be beat easily by a first timer learning the game as he goes along (i.e. me, winning the war far ahead of historical schedule).
I would argue that coding a competent AI for WiF will be a harder task than for WiTP.
Still, this AI in WiTP has provided me countless hours of fun playing the game solo. I know if I want more of a challenge, I need to play a human. The main purpose of the AI to me was providing an opponent against which I learned how to play at a basic level.
If an AI is written for WiF that accomplishes that task, given the complexity, I think it has to be considered a success.
For dumbing down the AIO, I still prefer just simply having it make poor choices about what unit types to build and where to deploy them.
Personally, I prefer to give the AI some production advantage (in the range of +10% to +50%), as this allows the tactical AI to be unchanged on all levels.
ORIGINAL: Glen Felzien
I must echo the dislike for needed cheats for AIOs. I understand why it is done but I find it disappointing. I want a challenge from a AIO that is playing better than I and not because it has greater resources at hand. That said, is it difficult to add such a feature for those that dont mind. Maybe a slider function that can be chosen at the campaign start: Less advantage - Even - Greater advantage. Somthing like that maybe?
Finally, will there be a hotseat function? With FoW, solitaire games would be better than table top solitaire.