Doing a passable 4X game AI
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Extrakun
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Published on 2012-04-03T15:02:13Z
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2012/04/03
17:44 UTC
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I am coding a rather "simple" 4X game (if a 4X game can be simple). It's indie in scope, and I am wondering if there's anyway to come up with a passable AI without having me spending months coding on it.
The game has three major decision making portions; spending of production points, spending of movement points and spending of tech points (basically there are 3 different 'currency', currency unspent at end of turn is not saved)
- Spend Production Points
- Upgrade a planet (increase its tech and production)
- Build ships (3 types)
- Move ships from planets to planets (costing Movement Points)
- Move to attack
- Move to fortify
- Research Tech (can partially research a tech i.e, as in Master of Orion)
The plan for me right now is a brute force approach. There are basically 4 broad options for the player -
Upgrade planet(s) to its his production and tech output
Conquer as many planets as possible
Secure as many planets as possible
Get to a certain tech as soon as possible
For each decision, I will iterate through the possible options and come up with a score; and then the AI will choose the decision with the highest score. Right now I have no idea how to 'mix decisions'. That is, for example, the AI wishes to upgrade and conquer planets at the same time. I suppose I can have another logic which do a brute force optimization on a combination of those 4 decisions....
At least, that's my plan if I can't think of anything better. Is there any faster way to make a passable AI? I don't need a very good one, to rival Deep Blue or such, just something that has the illusion of intelligence.
This is my first time doing an AI on this scale, so I dare not try something too grand too. So far I have experiences with FSM, DFS, BFS and A*
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