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IDProjectCategoryLast Update
0016129AI War 1 / ClassicSuggestion - AI Type IdeasMar 11, 2015 2:10 pm
Reportersk_2013 Assigned To 
Severityminor 
Status consideringResolutionopen 
Summary0016129: "Variant" AI Personalitiy
DescriptionAfter a conversation on the forums, I was stuck wondering how it might be possible to make an AI Type that adapted to the player. Most of my potential solutions were rather calculation heavy and clumsy that still wouldn't particularly adapt well, but I think I've finally got it worked out.

The "Variant" AI type basis its personality on one end of a three way spectrum - aggressive, defensive, and technological. As it is, each AI could be placed somewhere on this spectrum. The Golemite, Shadow Master, and Warp Jumper are all variations of what could be said to be an "technological" personality - favoring new strategies over older methods. The Mad Bomber, Heroic, and Vicious Raider are all variations of an "Aggressive" AI type, and types like the reservist, Fortress King, and Turtle are all variations of the "Defensive" AI type. (These could be quantified by giving each AI type one of three numbers - essentially GPS Coordinates - for each type)

On the spectrum between these extremes, the Tag Teamer would be a combination of Defensive and Technological, leaning Defensive, while the Teleporter Turtle would be much more Technological than Defensive, and the Radar jammer might be a mix between the two. The vorpal, raid engine, and neinzul nester would be an even mix between Aggressive and Techological. Vengeful, Retalitory, and Alarmist a mix of Offensive and Defensive.

As the game progresses, the AI will drift from one end of the spectrum to another, and this should be based on AIP. This would represent the AI becoming more concerned and attempting different strategies as it becomes more frightened of the player.

As an example:
At tech level I, the player is just starting out, and the AI is happily being Fortress King and fortifying its planets.
At tech level II, the AI is becoming concerned, and begins to adopt a more aggressive approach to the player, becoming Vengeful.
At tech level III, the AI is feeling threatened, and attempts to use a large number of starships to overwhelm the player (Starfleet Commander)
At tech level IV, the AI is approaching panic, and is now deploying full on raiding parties against the player and attempting to take out key assets in an effort to kill the player before more damage is done. (Vorpal).

As you can see, the AI started Defensive, then progressed, adding subtracting points from its "Defensive" progress while adding points to its "Aggressive" and "Technological" Progress, adopting personalities with scores close to its Progress counters.

(The counter incrementation would be randomized, with a single rule of always moving in the same direction, just to varying degrees. This would be to prevent a Mad Bomber AI type from ending as a Mad Bomber as well. EDIT: After looking at this, this could potentially lock the selection in a corner, so it would probably be better just to not let it select the same AI type twice.)

The Backdoor Hacker would probably have to be removed from any selection list. Furthermore, rules would have to be added so that the AI must usually sacrifice items like planetary cloaks if it wants to switch to an item like a raid engine, to prevent exceedingly irritating scenarios.

This application would allow for some changing of AI personality within a single game without causing extremely complex calculations, data tracking, etc.
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Issue History

Date Modified Username Field Change
Feb 26, 2015 9:25 pm sk_2013 New Issue
Feb 26, 2015 9:39 pm sk_2013 Description Updated
Mar 11, 2015 2:10 pm Chris_McElligottPark Assigned To => keith.lamothe
Mar 11, 2015 2:10 pm Chris_McElligottPark Status new => assigned
Mar 11, 2015 2:10 pm Chris_McElligottPark Assigned To keith.lamothe =>
Mar 11, 2015 2:10 pm Chris_McElligottPark Status assigned => considering