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LuckyStrike

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Posts posted by LuckyStrike

  1. The problem is never remembering... it's figuring out what to do with the information that's the problem :D Complex algorithms have to be written and debugged to consolidate what are commonly called "leaves" (individual bits of information) so that patterns can emerge. Even more complex algorithms need to assess these patterns and "prune" the leaves that are outliers or are otherwise harmful to analysis. And that's the easy part! Then other code has to be written to interpret the patterns and determine what they mean in strategic terms that the system can understand. Then the really hard part comes in... the AI has to then match a strategy ("plan") to fit the specific pattern, its available resources, and its overall goals for that particular battle. Then must have the ability to carry out the chosen plan in a way which is consistent with the rules of the game itself.

    And that's just my layman's over simplification of the whole thing :D

    Again, this is a completely feasible thing to do. The problem is it so far has proven impractical because we don't have the time to do this sort of thing and so far none of the AI programmers who have approached us have been able to do it either. That's because good AI programmers all have full time, well paying jobs already. So unless they can somehow intersect work on CMx2 with their day jobs it isn't practical for them to do this sort of thing.

    Steve

    I did my MS thesis on AI using Neural Networks, and a lot of the stuff you discuss could be handled as a part of the emergent properties of the net (depending on which type), eg finding associations between input and output sets, which is half the point of using a neural network approach - the AI doesn't need to be 'engineered' to the same degree, the main work is involved in deciding what the appropriate input and output sets are and then teaching the net, or having the net learn, the associations, which it often does in novel ways that would not have been obvious with a more conventional approach. A neural net AI could even learn from and improve its performance against the player over time.

  2. What a difference a patch makes. Just had a superb night battle, the 'Baker 1_1' scenario. With 1.06 and the dynamic lighting effects - explosions, fires, mortar air-bursts, tracers, close-range firefights, it was quite a show. Generally good armor behaviour and infantry behaviour noticably much improved.

  3. Originally posted by Lucid Nightmare:

    </font><blockquote>quote:</font><hr /> OMG did you even read the post, no i think not!

    WHEN YOU CLICK AN ENEMY UNIT, ALL OF YOUR UNITS THAT CAN SPOT IT LIGHT UP. WHEN YOU CLICK ON ONE OF THOSE UNITS 90% OF THE TIME THE UNIT CANT SEE.

    is that any clearer for you, cos it sounds and looks like a bug for me.

    When you click on an enemy unit, all the units it can see light up. This does not necessarily mean the units that are lit up can see the enemy unit.

    ;) </font>

  4. Originally posted by Battlefront.com:

    dalem,

    </font><blockquote>quote:</font><hr />No, it shouldn't. That's a ridiculous assessment, in my "humble" opinion. 6-7 hours, for somoene that might have two hours a day, is minimum 3 days just to "get" moving guys around and having things fire at other things correctly?

    Oh, I agree with you there. The reason why it takes 6-7 hours is because people spend about 5 bitching about it and only 1-2 actually playing :D Steve </font>
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