View Full Version : AI Action / Reaction
Charlie_VFP
04-03-2004, 11:43
What type of research do you have going into AI action / reaction? The only reason I ask, same as my other post, is most other titles continue to fail in this regards.
They model the AI correctly in the sense that their missiles and such operate as they should. However, the way the AI acts and reacts to situations is completely inaccurate.
For a title to be the 'best flight sim', AI action / reaction will need to be right on as well as everything else.
Vlerkies
04-05-2004, 03:08
Good question Terry, i would also like to know
:drink: :drink:
:military:
~S~
IxianMace
04-05-2004, 10:00
Not saying I'm an expert on AI or anything, but AFAIK, most AI I've come across react to certain situations in a fixed and linear fashion, meaning that if you do one thing, you can almost always expect the AI to behave in the same way to what you do, as a response to your action.
The advantages of AI is that they have a much greater SA than their human counterparts. They can keep track of multiple things simultaneously, while humans can only divide their attention between certain tasks at one time. AI does not need rest, does not tire, does not get distracted, and lacks emotion. All of these things (and maybe more) can affect the way a human would respond in reality, in a given situation.
What AI lacks, is the ability to learn from its mistakes, and adjust its behavior in the future accordingly. The AI might not suddenly discover that a certain tactic works very well, and exploit it to its full potential. You wouldn't expect AI pilots to be informed of SAM air defence assets along their ingress route that weren't detected previously, and lower their altitude to hide in the ground clutter, or terrain mask, like a human might.
To make the AI 'as realistic as possible', I feel that the AI will have to be programmed to think and respond like a human, however that may not be possible. In the case that the AI has to be restricted to linear responses, given the situation, I would hope that the AI would be made to respond in the best and/or most appropriate fashion that you would expect a human to behave, if placed in the same scenario.
Overall, even if it were known how pilots responded in real life, it might not even be possible to create an AI that can replicate that behaviour, to a highly realistic standard (I'm hoping I'm wrong though). Another thing to consider is how much resources it would take to run an AI that highly advanced, and still get 'reasonable' FPS in the sim.
Just my 2 solaris. :military:
Vlerkies
04-05-2004, 10:17
Good stuff bud.
Oh b.t.w how much solaris for an ixian sniper
:military:
~S~
IxianMace
04-05-2004, 10:25
Well, the technology/weaponry that we create has a reputation to be highly advanced, superior, and most importantly, outlawed by the Emperor. :military:
Discussion about contraband can be held in a private function with our traders, at a Starport near you. The preferred method of payment is via Spice Melange (it will be weighed to determine the total value), otherwise, raw Solaris currency may be quite large to carry, and will have to be transferred electronically). :thumbsup:
Disclaimer: In the event that you or any other persons involved with this trade agreement are caught with any contraband, the Ixians will of course deny all involvement and knowledge of this incident. :punk:
Vlerkies
04-05-2004, 10:35
No problem mate, i want a few dozen of them, with a few minotaurs as backup
Cash is no problem :military:
:drink: :drink:
:military:
~S~
Charlie_VFP
04-06-2004, 13:22
I agree and disagree.
This is what I have seen in other titles.... regardless of whether you are dealing with a 2 ship, 4 ship, or more ship flight of enemies, they will react the same to given conditions. This is also regardless of how many ships you have in your flight.
Anyone know knows military aviation knows that there are completely different tactics for dealing with different situation based on numbers (either side) and also DACT.
While they will still react in a linear fashion, there will be more linear reactions for them to do based on the situation. That is all I was saying. Give them the options to react in different manners for a more realistic approach to AI modelling.
Bladehawk
04-06-2004, 14:08
I agree with IxianMace. :thumbsup: :drink:
I hope you donīt get :evil: because i agree with you ...
:drink: :drink: :drink: :drink:
Ixianmace said: " The advantages of AI is that they have a much greater SA than their human counterparts. They can keep track of multiple things simultaneously, while humans can only divide their attention between certain tasks at one time. .. What AI lacks, is the ability to learn from its mistakes, ... "
For what its worth -- I agree but think there are workarounds,
Although the computer does have greater SA, the AI algorithm could limit the information acted on to the realistic amount of information. For example, if you are flying below and behind an AI bandit, the AI bandit need not "see" you even though the computer knows where you are -- just like the human player could not see behind and below. And, the AI need not see you when you are in clouds or too far away to be seen and so on. Other examples could be given.
AI can learn, if the programmer is knowledgeable about how to program that. I think that the AI could be trained by the software developers prior to releasing the final version of the software . Moreover, training could be updated and released in a patch -- if all that was planned for in advance -- I see advance planning for the AI (even if the first versions do not have all the features) as being the BIG contribution FighterOps can make and then use to differentiate itself from other flight simulations.
By the way, training AI during single play is not practical, I think. However, I've often felt if I were a game project manager, I would set up my system to play against humans on-line (as just one of the boys or girls) and implement learning algorithms. Then, over hundreds of on-line sorties, the AI would learn. In addition, the computer could run all night (night after night) with the AI fighting AI and updating tactics based on results. Then, the updated AI could be released in a patch (if all the hooks were in the original build of the software).
The real first issue is to have a bag full of realistic tactics for the AI to choose from. How does one get those tactics? Only the best human players know the best tactics -- one has to capture their knowledge somehow. There are ways to do that, but it takes a dedicated AI person with significant experience to accomplish it. Hopefully, FighterOps has such a person(s).
For what its worth.
By the way, it would be great to get some FigherOps staff feedback regarding if much of what we say is worthwhile :)
Bladehawk
04-07-2004, 07:03
Say your sentence but add some echo...
By the way ayayayayayay, it would be great atatatatatatat to get some FigherOps opsopsopsopsops staff feedback regarding if much of what we say is worthwhile ileileileileileileile....
And thereīs your feedback....
:drink:
Vlerkies
04-07-2004, 07:30
:-p
:drink: :drink:
Another round, you owe me alot of drinks now Blade
:military:
~S~
Buckshot
04-07-2004, 07:32
lol, everything is worthwhile, we do read these posts and take them into consideration, just don't have time to reply to each one. Pretty much all of this stuff has been taken into account in our planning, but I've also taken some of your suggestions here and there and modified bits and pieces. Generally though the concensus on these boards agree with the roadmap that is already in place.
At this point in the cycle we can't really go into specifics on how each individual area is going to be done in the final product as it's way too early and things will certainly change as we move forward. That is another reason why these posts are not always replied to. But rest assured your suggestions do count, and that every one is considered.
Bladehawk
04-07-2004, 07:40
THANK YOU BUCKSHOT SIR !!! :thumbsup:
Vlerkies
04-07-2004, 07:46
Now that everybody got feed back we can go back to having a few drinks here and there. Give good ideas and suggestions, and occasionally spek a load of BS :lol:
:drink: :drink: :drink: :drink: :drink: :drink:
:military:
~S~
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