Quote:Original post by MONSTROZZITY
Any clue about resource management though?
Define resource management. That's not something the AI has to worry about unless you're writing a computer-opponent level AI. As I mentioned, I wouldn't even start to think about doing this until you have the entire game functional as player v. player. Or at least reasonable functional.
If you're curious, I believe I've made other posts before outlining the architecture I used for the computer-opponent. Just search the site.
And re:Emergent's point about target choosing: definitely forget about anything better than "closest target" until you have the basics stood up. However, after covering the basics you're definitely going to want to spend a lot of time on the target chooser. That's a really huge deal for player perception of the intelligence of the units. An anecdote of interest we spend a full 1.5 person man-month simply designing the algorithm for most intelligent target choosing; it involved tons of spreadsheet battle simulation to derive a the basic mathematical ruleset for our specific game. The result worked pretty wickedly, but was relatively non-intuitive: don't always focus fire, don't always hunt what you're best at killing, etc. Anyway, you need all the basics stood up before working on this anyway because you'll want to test many unit skirmishes of TargetChooserPolicyA versus TargetChooserPolicyB.
Another thing to be aware of is that the actual most correct choice is frequently not the one you want to go with because it may appear "dumber" to the typical user. What's important is user-perception of intelligence, not actual intelligence.
It's also fair to pawn off this micro-management on the user. i.e. units do basic stuff, we want to encourage micro-management by not providing the "best" solution (despite what you typically see on forums, our surveys found that a larger portion of the user base wanted more micro-management not less)
-me