T.Becker wrote:
> So train your AI opponents to talk to each other, make them
> aware of each other, let them know how to fight together, give
> them tools to develop an adequate strategy, the ability to forget
> a failed one and memory to learn from failures.
> Balance maximum kills and survival.
Interesting point. Communication between actors is highly subjective to
noise. E.g. explosions may delay communication, comm-links may be
sabotaged, terrain occlude potential addressees, emotions may get in the
way. Therefore, whether 2 or more actors team up together can be
described in those terms.
Regenerating the exact same sequence for the AI actors would be
extremely hard, because the situation has been defined as a function of
time, player actions and positional location information.
If everything is wired onto that communication model, then the extremes
tell you that either all communication is effective, and you get more or
less predictable behavior, or communication is broken, in which case you
get other predictable behavior. In between, actors will switch from
'group thinking and group controlled' to 'individually thinking', which
is where lambda would be high. In most games, the player brings lambda
down, as his missions are all about killing and disrupting the enemy
communication. The game pumps up that lambda, usually by cheating,
making sure that all 'communications' out of sight of the player are
successful.
Building such a comm layer is another can of beans though..
Cheers,
Ignace Saenen
PlayLogic Games
>> Stay informed about: The "Lambda Parameter"?