i am working on a roundbased medieval RPG.
I tried to achieve an AI, where i dont need to implement how to use each skill, for 2 reasons:
- i want to use the AI to verify that the implementation of a new character/skill is still balanced. (i do this with statistical analysis of the results of AI games)
- hardcoding that is pretty hard in decision finding: f.e. : You got a healer that can attack. You have a near to death enemy, and a near to death ally. What you gonna do ? heal your ally, or kill the enemy ??
The AI KI i wrote is some kind of "Future prediction AI", like the common implementations of chess.
The AI works really fine, it has just 1 Problem: highly CPU consumption.
Letz assume a 5 vs 5 Battle.
In this case, i have to go 10 action into the future to have the outgoing of 1 round predicted.
In Chess, you will have with 10 actions 5 rounds predicted.
And thats the problem: i need at least ~ 5 rounds to successfully forecast the effect of "over time effects" like poison, heal over time, or simple the disadvantage of a blind effect within 5 rounds.
Currently it seems impossible to predict the outgoing of just 1 round in a 5vs5 situation: too many possibilitis in the decision tree.
RAM consumption is also a hard limit.
i began to study neural networks at university to solve that problem, but i am still far away from a solution,
and i read that with ANN even such a simple game like chess (Full Observable, continous, not many possibilities) are really really hard to do with ANN.
So maybe you can tell me another ideas how to solve that problem.