Having a series of triggers is too much coding? I disagree entirely, HOI3 already does this and many mods do, its just on a small scale and not focused long term.
I've heard the AI composed music. I know taste is subjective but not a single one of these 'songs" has ever gotten beyond curiosity stage. You can do better by throwing a dart at random notes. There is no "art" (highest concept) in what the computers have done.
But back to point. Even an automated response based on patterns is too much code for a game like HOI3.
The chess vs. HOI examples were way off as chess has strict rules and a I go you go style. You can force calculate millions of paths and as long as your evaluation logic is good the computer has it easy. But it is NOT AI in any sense of the word. It is just more and better processing power to evaluate specific outcomes. The permutations might be large but not the complexity of the programming.
Programming a HOI AI requires complex programming logic.
Again I haven't stated that I expect them to do anything, not sure where that came from. I specifically state that they aren't, this is just a idea to see who supports it. We are both in the same boat.
.. different type of timing .......... :rofl:Lol no. Chess is not real time. Units don´t move simultaneously, period. And thus timing is NOT an issue, or ath the very least is a different "type" of timing. So if I put Monopoly with a clock it becomes real time too? No comments.
Maybe I should use a better example then: Company of Heroes. Since Starcraft, specially 2 is about number crunchings and Actions per minute MUCH more than COH.
Along these lines of creating AI (talking true AI now and not merely an automated opponent in a game), the guy to watch is Ray Kurzwell (sp?). He is currently working on a project backed by Google to develop a real AI. Ray wrote a very interesting paper when he was at MIT in which he broke the human thought process down into many pattern recognition loops. Individual pattern recognition loops are relatively easy to program. Putting together a sufficiently complex web of them to achieve intelligence is theoretically possible.
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I am a little disappointed that there were no comebacks on my comment concerning Kurzwell's approach to developing AI. Even though he is working on developing true AI, the same approach, on a simplified level, involving a series of pattern recognition loops, could be applied to developing an automated game opponent. In fact, if you want your AI to be adaptive, to respond to your actions, I think this is the only valid approach.
Any other simply gives it a finite and relatively short list of preset reactions, most often triggered by randomness. Once you take this latter type of AI out of its comfort zone, get it away from its scripted responses, it flounders and becomes unfocused.
Here is a simple example of a pattern recognition loop. I see that I am taking significant losses to enemy subs. I respond by building more destroyers and researching ASW.
These days Kurzweil is more a technological evangelist than a scientist/engineer. If your interested check out Andrew NG and Geoffrey Hinton, and google also have a superstar network guy whos name escapes me (but he will be linked to those 2).
I think your talking about a form of neural net, and your right it would be awesome for HOI. It is how our brains work.
But it would be a very difficult job. I would guess 2 magnitudes more difficult than the current AI.
Also Paradox would need to buy/rent a few supercomputers to train the neural nets. And even with that the trained NN's would hit HOI's performance significantly.
Hopefully in HOI 9.
So, the idea for ideal AI boils down to a series of triggers?
haven't really modded AI in either HoI2 or 3 but isn't the LUA AI script in HoI3 much more versatile than the switches from HoI2?Well it may be scripted AI, but then improve the bloody scripts. Sending 3 ships on the Channel to be shredded by the French or bombers over England when it has its fighter force intact are the classical examples of retarded moves that shouldn´t be tOO hard to avoid.
Also, HOI 4 should probably use AI switches like HOI 2 did, in a way or another. Or at least let us mod them and make AI follow them.
(unless the current AI is using 90% borrowed code that already exists).
The answer is simple, HOI 3 had german ships on the channel or near Scapa Flow in september 1939, HOI 2 didn´t.