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My AI Pipedream Fri, 16 February 2007 12:55 Go to previous messageGo to previous message
sirgwain is currently offline sirgwain

 
Senior Chief Petty Officer

Messages: 86
Registered: March 2004
Location: Tucson
One possible way to implement the above ideas and to make AI's as cool as possible is to make them modular. I've been kicking around an idea for how to implement AIs for a while, and I think I need to sit down and just do it.

Each AI is made up of components.

  • Explore/Expand
  • Attack/Destroy
  • Ship design creator
  • Empire maintenance (mineral/pop balancing)

I think it would be really neat to have each of these as an independent turn processor. The AI would just be a collection of turn processors that were virtually independent of each other. They would all share the same knowledge set, but they would do different things. The Explorer processor would identify unexplored planets and create fleets of scouts to explore them. The Attacker would identify enemy ships and build fleets to intercept them. The ship designer would keep the other processors up to date with the latest designs the player can build.

Each of these processors would need to be independent in code, but they also need some way to tag their items. The ship designer would need to tag each ship as a colonizer, attacker, scouter, bomber, etc. The explorer would need to tag its fleets for their intended purpose so the attacker doesn't steal them for their fleets.

If the processors were good enough and independent enough player's could use them in the client to process their turns. Are you tired of min/pop balancing your planets? Just enable the min/pop pre-turn processor to process your turns before you get them.

If the API were easy enough to use, any C# or VB.Net programmer could write one to do any sort of turn processing. The possibilities are pretty cool. Smile

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