Quote:
Originally Posted by Usurpator
Most of the work on the AI right now is getting AI navigation and obsticle avoidance to work well, both in a global and a local context.
There are several tiers of AI systems working in tandem. Right now most of the work is being done on local groups of ships, but we are also working on a stratetic AI that will handle global decisions.
We will also need to add AI for new unit types, such as aircraft, aircraft carriers and patrol boats.
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That's good to hear. Will there be any possible player-controlled AI? What I mean by that is an allied-player able to direct AI escorts within the convoy to go to positions and execute tasks (suitably bounded initially by constraints of movement to prevent exploitation of the known usual positions of u-boats 15-25 minutes into the game? This seems to me to be a really good first step towards players being able to move between escorts, with the AI doing directed tasks in the meantime. In other words, using the AI for the dull repetitive tasks, but positioning them according to a human brain's intelligence, rather than an AI algorithm; and then allowing human players to do the fun/fine judgement stuff such as asdic searches in contact and DCing - until called back to the convoy or replaced with a faster escort as they fall astern of the convoy...?
This approach to mixing human play with AI - and occasionally swapping between them, would also permit a smaller number of allied players to have an effect disproportionate to their numbers, which would be especially useful in the absence of dedicated servers?
See:
https://www.subsim.com/radioroom/sho...&postcount=118