View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0017447 | AI War 1 / Classic | Suggestion - AI Behavior And Tactics | Sep 11, 2015 9:56 am | Sep 11, 2015 4:36 pm | |
Reporter | Elestan | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 8.023 | ||||
Summary | 0017447: Make the planetary tactical AI smarter about avoiding kill zones | ||||
Description | I'd love to see how the game would change if the AI gained the ability to see and avoid at least your stationary firepower. A simple approach might work like this: 1) Have the system-level tactical AI generate a 100x100 "DPS elevation map" of the system, where the "height" of each point is the player's total DPS at that location from stationary sources. If a point is under a grav effect, multiply the DPS by the speed reduction. 2) Plot a bunch of paths from entry to target along various arcs, ranging from a direct line to circling wide around the edge of the system's gravity well. 3) Sort the paths by the estimated total damage they'll inflict, and probabilistically (to avoid being too predictable) pick one of the lower-cost paths. If there's a lot of mobile defense, maybe split the AI forces between several paths to force the player to react. The map might take a fraction of a second to generate, but it wouldn't need to be regenerated that often. There are probably plenty of refinements involving treating the outer edges of the turrets' range circles as possible paths, testing hybrid paths that start as arcs and then go straight-line (or the reverse), using a real hill-climbing (valley-following?) algorithm, and generating hull-type specific DPS maps. If the AI did this, it might eliminate the need for it to use such overwhelming force on the attack. It would also reduce the 25 sq. ft. zone of death issue; people would have to focus their defenses on the wormholes, probably with a second defensive line around the target structures. To me, that would be more fun to play than just trying to maximize the DPS at a single point. | ||||
Tags | No tags attached. | ||||
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