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Hawk66

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Posts posted by Hawk66

  1. I'd also vote for CMSF 2 :)

    Concerning the quick battle generator: Yes, I also see the connections between the AI plans and creating semi-random(with predefined tiles) maps. But in the long run, my personal opinion is that the AI plans should be deprecated by superior means - that is a dynamic strategic AI. Such a research might be a good candidate for a thesis.

    I play WinSPMBT usually and although the AI is not flawless there, it's pretty decent and dynamic - considering that the original (unmodded) codebase is from 1996.

  2. It looks like Battle for Normandy is a big success and -although I will not buy it, since I am only interested in modern stuff - I'm happy about the success since this keeps the series going on :).

    So, my questions would be:

    - Quick Battle Maps: Is it planned that in future major engine version of CM the engine is capable of generating random maps (or composing predefined tiles?)

    - Is there a very rough estimate (year) when we can expect a next post-wwii scenario. Would be 2013 realistic?

    Sorry if those questions were already discussed but I tried to use the search function, yes ;).

  3. Also to add: I agree with the logic of not spending much time on the StratAI

    because players can play against other humans.

    I completely disagree here...Not all folks here have the time to regulary play against other players and I think I am not alone here, who wants to play a QB against a capable and interesting AI.

    I'm currently reading a research paper of the university of maastricht:

    www.personeel.unimaas.nl/M-Ponsen/

    (2005: . Automatically Acquiring Adaptive Real-Time Strategy Game Opponents Using Evolutionary Learning)

    They did a research on that matter and noted that players would be unhappy with current AIs; mentioned the reasons why developers are reluctant to use learning/adaptive algorithms and developed a prototype to prove that such algorithms can actually work.

  4. It rarely reacted to what I was doing.

    That's actually the issue with most game AI's, I would say. Probably most AIs use final state engines, rules and randomize it a little. The behaviour is than pretty stable but the drawback is that the AI is not adaptive.

    As already discussed in this thread, learning algorithms like Neural Networks and Evolutionary algorithms http://en.wikipedia.org/wiki/Evolutionary_algorithm could address this. For games with 'simple' rules and environments like Backgammon this works very well, but the environment of CM2 would be a real challenge.

    Wouldn't that be a challenge for a student to write his bachelor/master thesis on that matter :) ? I know that for the game Defcon a thesis was written, which outcome signficantly improved the AI of that game.

  5. Not to insult anyone here, but if you really were a GOOD AI programmer, you'd already have programmed an AI to do your day job for you, thus freeing up your time to work for BF.C. Ipso facto, anyone actually WORKING as an AI programmer really can't be all that good. :)

    Ken

    I cannot counter this, Ken :D

    Actually, I also do not think that the AI in CM:SF is bad...it

    is good concerning the complexity. It's just that good things can always get even better :).

  6. A 'rules-based' approach, combined with some randomized behavior is probably the best solution if the AI-budget is limited. In WinSPMBT the original steel panthers AI was also visibly be enhaced by adding a new bunch of tactial rules and vastly adding (reasonalbe) randomized behaviour to confront the player with unexpected behaviour. Sure, sometimes the randomization creates suboptimal resulsts if compared to a pure rules-approach...but I think in the end it's better since it is not so static.

    Still, I would love to see some form of API for the Combat Mission 2 Engine but I know Steve and Charles are busy men :-). Perhaps later, if they do not know what kind of module they shall develop next ;-), they could rethink abouth integrating Python etc. There are some nice C++/Python bridges available ...

  7. Hi folks,

    I've bought CM:SF almost from the beginning but never reallly got into since of some quality problems ;-) that time and real-life stuff afterwards.

    So, my focus would be single-player and quick battles. I mostly like random battles with a few units. Do you think it's worth for me to get the British module? Are the QB maps fun now...is the AI sufficient? I know that AI is not like a human player...it just should provide some challenges and not do always the same things...like the AI in Winspmbt if you guys know this (also) great game!

    Thanks for any comments...

  8. Unfortunately, they didn't want to work for free and they couldn't find grant money to cover the work. Pity, because it really could work.

    Steve

    wouldn't that be an strong argument for releasing an AI-API so that everybody has the possibilty to code/improve the AI? I know, this would be some investment on your side.

    But just have a look at Civilization 4: There, a community project actually was the basis for an updated AI in an expansion pack. Even small games like Defcon have released an API afterwards and are used in universities for AI research.

  9. Flight Commander 2 is now very old but still the only true major tactical air combat game.

    Am I alone or is there anybody out there who still loves this game, too?

    An updated Flight Commander 2 would be just a hit!

    @Battlefront: Any chance that you produce a successor and if not did you consider to release the code?

  10. Hi,

    how about to introduce an extended after action report which would consist of the possibility to replay the whole battle and would provide an after action log?

    Perhaps it is not that tough to develop since the basic infrastructure is already there (at least for WEGO).

    The action log could consist of entries like 'unit x damaged/destroyed unit y with weapon z' and provide links which would mark/zoom to the unit in the 3D view. Of course the action log could have different filters to display even 'events' like 'unit x was detected by unit y'. This would be a tool for a player to analyze and review his tactics.

    This is surely not a high prio functionality but might be a big bonus in reviews too:)

    Any comments?

  11. This does sound like as good an excuse as any for you to finally get off the fence and pick up the Marine module as a holiday gift for yourself. You've got to admit nobody's posted "Waaa - Marine module plays just like Army!" Everybody's who's bought is appears to be happy they did. :D

    Yes, finally I like CMSF! Patch 1.11+Marines is for me version 1.00...now I can start beginning to play seriously:D.

  12. Another good point is that the information on the Internet now is VAST and quite varied. Heck, even Wikipedia has more information on most weapons systems than most people need to know. Making a manual that does resembles the size of a metropolitan phone book is not a goal of ours :D

    Steve

    @BF guys: What about to create a Wiki (I mean just provide the platform, without any content from your side)?

    Even if it contains only organized links (forum/external) in the beginning, it would be worthy IMHO.

    And it would save your time since you only have to answer general questions once :D.

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