IA de "Little Kingdom"

AI are really hard to make, they must:
- Don't be too heavy ("Pioneerz" AI can make the XBOX360 lag sometimes...)
- Don't be silly (a good game with a stupid AI is a waste)
- Don't be too smart (if the AI know the perfect solution, you will always die)
- Don't cheat too much (it's supposed to follow the same rules as you)
AI became complex really quickly, it's really a pain to debug.
And in strategy game, AI is incredibly big.

So what have been done in Little Kingdom?
I haven't aimed for a perfect AI; I've aimed for a realistic one.
It doesn't analyze all the possibilities and don't choose the best solution.
It's a fairly simple AI based on randomness and script. (Pioneerz 2 AI is more complex)

The buildings AI: A random position is selected, and then I launch the "selection script".
It there is something interesting to build here, do it. (In most of the case, nothing is build)
As the AI is launched a lot of time, the building pace is ok.
(it's not too heavy because the script AI don't consume a lot)
In addition, we can't guess what the AI will do.

The trade AI: It takes a look at the resources.
If you have too many of a resources, a trade begun, if not the trade is stopped.

And so the Normal AI has a nearly human behavior.
The easy AI doesn’t trade, don't delete buildings or resource. (=> they miss gathering possibilities and improve at a slower pace)
The hard AI cheats a little when gathering resource. (Nearly impossible to see it but it help the AI to grow quickly)


Aucune note. Soyez le premier à attribuer une note !

Ajouter un commentaire

Vous utilisez un logiciel de type AdBlock, qui bloque le service de captchas publicitaires utilisé sur ce site. Pour pouvoir envoyer votre message, désactivez Adblock.

Créer un site gratuit avec e-monsite - Signaler un contenu illicite sur ce site