Author Topic: [AI] Way to do better battlescape AI  (Read 2363 times)

Offline Reaper

  • Sergeant
  • **
  • Posts: 14
    • View Profile
[AI] Way to do better battlescape AI
« on: September 23, 2014, 10:42:00 am »
Just idea.
AI has map with different marks:
  • Visible tile
  • Not visible tile
  • Possible enemy position (stored in battle unit class, spotted enemy it is 100% possible enemy position)
  • Possible enemy fire zone (calculated by request, based on possible enemy position)
  • Possible explosion zone (same as prev.point but calculate firing from RL/using grenade
  • Fire zone
  • Explosion zone
For each reachable tile calculate:
  • Cover level : minimum possible fire/explosion + not visible zone (if enemy very cautions)
  • Ambush potential : maximum possible visible enemy positions + maximum cover level
  • Attack potential: as ambush potential, counts TU for attack and TU to get cover and more possible enemy positions visible
If enemy attacks they looks for tile with best attack potential (maximum possible to find enemy + minimum time to get cover), patrol - find way to see not visible tiles (scout), attack - find tile with best attack potential, etc.

Now (as i understand the code) enemy looks only for closest and (in some cases) visibly enemy. It make them stupid. I want do system where enemy make fire and throw grenades to possibly player position, fire indirect, better get covers and ambush. Any advise?
---
Sorry for bad english.
« Last Edit: September 23, 2014, 11:04:46 am by Reaper »