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Natural progress from AI challenge round 1, 2 and 3

Ideas for the Future

Natural progress from AI challenge round 1, 2 and 3

Postby eashoka » Tue Dec 27, 2011 8:33 am

AI challenge has correctly and interestingly progressed into more complicated games where strategy (not brute calculation) has become more and more important.

Planet Wars was more difficult to calculate and solve than Tron, Ants had more dimensions (ground control, explore, battle formations, food gathering) than Planet Wars etc

So what would be natural simple improvements (dimensions to add) to add onto what we already have, which would also not complicate things too much ?

Think about following :

1) Altitude. In ants we had only a flat 2d terrain with no information on ground height. It is an easy enough detail to add that would immediately create new strategic themes. For instance, when a unit is in a higher altitude, it could have an increased visibility. It could descent on a slope faster (and climbing can be bit slower). Also, a unit which is situated at ground level may not see another unit covered by a high ground. (other side of a mountain, say) unless it choose to climb up. So controlling higher grounds will be an additional strategy to work with.

2) Roads. In ants, traveling across a tile had only 2 states. Either possible or impossible. Instead of having a flat 1-0 approach we could assign a value (say 1 to 5). 1 would mean traveling across it is so easy that you can do so at the highest possible speed for that unit. 5 would mean that it's water (traveling not possible at all). Other statuses dictate the speed a unit can traverse across the tile. This way we would be having a concept of easily traversable areas vs difficult ones. areas where easily traversable tiles cross each other would be like cross roads. This is again not too difficult to add but will add another strategic element for a wise bot to operate on. (controlling junctions or cross roads to secure mobility or slow down enemy movement).

3) Different units. Both PW and Ants had only 1 type of units. We could make it 3 for instance. In case of Ants, it could be battling ants, workers/defenders, gatherers. Different units have slightly different attributes in terms of speed, attack hit level, visible range etc.. Name these units as cavalry, archers, infantry and you get a simple war game! imagine all different strategy and combinations this would create.. (However, this may not be as easy to implement as the first two).
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Joined: Tue Nov 30, 2010 10:32 am

Re: Natural progress from AI challenge round 1, 2 and 3

Postby GreenTea » Tue Dec 27, 2011 11:15 pm

Idea can be interesting, but.. too complicated rules don't make game more interesting. If add sevaral types of units, then we need good balance between units. comlicated game -> high entreing threshold -> lower count of contestants.

Try to use this criterias ... e-Criteria
and make evaluation of your idea by every point of criteria.
Posts: 39
Joined: Fri Sep 10, 2010 9:18 pm

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