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Hi,

first of all, this project looks very encouraging, finally my hope is that there will be a worthy x-com successor now :)

Also thinking to support you via pre-ordering.

I have just one question: What kind of priority has a good AI in your development? Unfortunately, most - also strategic/tactical - games, have an inferior or quite static/boring AI.

Do you plan to develop a dynamic/unpredictable AI (tactical ground combat), which also does not cheat?

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Haven't been told much. Its being reworked at present from the current stupid AI though. It is planned for there to be racially-based strategies for the AI though (like Sebillians being aggressive and preferring to move close, as well as ambush.)

The AI probably will be able to 'cheat' though. One of the reasons why only the aliens get Psi-powers. They don't really have to be balanced that way, so can be what are technically 'cheats'.

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That's a Non-com. Guards have blue armour vests or something.

oh great, now we have paint markers on high-value-target, unlike old days where every sectoid were pantlessly the same, including the mind-control capable sectoid leader~

back to the AI topic, if can scripting some "cunning" behaviour will be nice, say, some alien will flank our soldiers position if given possible criteria.

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I was more looking for examples... Also did you like the AI from the original (even with its 'abilities')?

Ya, I think the original AI was not bad, considering when the game was developed.

Room for improvement might be that also the aliens have more a squad-based approach?

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We don't know exactly how the AI will work quite yet. We'll need to get a specialist AI programmer in to do it as I wouldn't even know where to begin. It's quite high on my list of priorities right now if I'm honest.

Hopefully the AI won't cheat too much or too obviously though! There's no reason why it shouldn't be able to use cover reasonably intelligently at least, which is the bare minimum of what I'd expect from the AI system.

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We don't know exactly how the AI will work quite yet. We'll need to get a specialist AI programmer in to do it as I wouldn't even know where to begin. It's quite high on my list of priorities right now if I'm honest.

That's quite encouraging, Chris - that you plan to hire a guy with AI-knowledge. And, as suggested, I see a more squad-oriented approach also of the Aliens as a major improvement compared with x-com. It would also be more realistic.

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  • 1 month later...

I'm curious is xenonauts going to be approaching AI such that it learns from previous engagements or is it going to be designed such that certain aliens have a strict AI that it uses throughout the game? At a certain level it would be incredibly interesting if the AI was capable of adapting to the strategies that the xenonauts use over time. I'm thinking a neural network or an evolutionary algorithm approach to the alien AI's behavior would be interesting, but I'm curious as to what the design team is thinking/ looking for in the personnel that they are recruiting to develop the games AI.

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It sounds good but does it make much sense? I mean after all you are theoretically supposed to be killing all the aliens each mission, though I guess there could be some kind of psychic link to the other aliens... But that's also assuming that players will play the same each mission.

My ideas regarding AI probably has more to do with what I specialize in for research. However I think it would make sense that an alien UFO would have contact with its leadership. The current trend in modern warfare (USA's research at least) is to have every possible method of measuring what is occuring on the battlefield and communicating with the ground forces extensively. Presumably an advanced alien force would understand the usefulness of gathering battlefield intelligence from when their UFOs are shotdown and engaged on the ground.

A good AI wouldn't assume that the human would play identically all of the time. So long as the learning algorithms were adaptive it would be capable of adapting as the human does. I could probably write a Gazzesque post describing the basics of how I would do one, but it would be very long and difficult to explain. If people are interested let me know and I could write one up, but I'm not really an expert on game AI development. The main reason I am asking is simply because I'm curious about the replay value of what the developers are planning and how advanced the AI will likely be.

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if cleaning means oblitrating rubbish and people then yes

ohhh, this has made me chuckle.

But to be fair i'm not too fond of the squad based aproach, sure it might make combat more interesting, but i don't think it's a high priority thing.

What i mean to say is yes i'd like to see them working together in groups if 2 or 3, but not all out squads, not for downed UFO's currently, although it would be interesting to see these sort of tactics in a base defence simply because the aliens would've theoretically "planned" the assualt instead of being confused and shell shocked from the impact of the crash landing.

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