Question for Tynan: the future of raider AI

Started by stefanstr, October 28, 2014, 03:35:04 AM

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stefanstr

Hi Tynan,

In the "How to bring colonies out into the open" thread, there have been a lot of discussions around possible improvements to the raider AI (e.g., having them steal supplies instead of blind charges, etc.). Ever since, I have been trying to figure out whether something like this is your goal at all or not.

So here goes my question: are you planning on adding some more complex behaviors to raiders? Why/why not?

- I think knowing this will help us to better focus a lot of discussions on the Suggestions forum.

skullywag

The code to take prisoners is there already so making them grab something else shouldnt be too difficult. Woukd like to know the answer also though.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Noobshock

It's a lot more complicated than just grabbing prisoners the way it's implemented now.

For things to be interesting, raider AI would have to identify weak spots in defense and target them to break in commando style, as opposed to just charging in whatever path is open - this seems particularly complex because the AI would have to evaluate player-made constructions, which is no easy task considering how creative and random player made stuff can be.

But yes this is a good question and I'm interested in the answer myself.

JimmyAgnt007

Personally I think it might be easier to make the raiders use the trial and error method.  They try one way, the direct approach, and depending on how successful it was they mix it up.  So say you got a killbox.  They learn that that patch of land is DEATH and so they avoid it.  Path-finding priority just takes any tile where a raider dies and moves it down the list.  If no path exists then they start digging.

This way, early raids are simple and easy to beat.  But they never, or almost never since they might not always learn, take the same path twice.  So that one killbox entrance to the mountain fortress becomes useless when the raiders just keep digging through the walls.  Sure some new exploits might pop up but its at least a start.

Darth Fool

+1.  That is exactly how I would do it as a first step. 

keylocke

my suggestion would be about detecting "kill zones"..

ie :

* check raider group path if it will go through tiles with a recent high tally of raider deaths. if yes, then reroute path and/or choose a different target.

* once an optimal target and path is chosen, send raiders to attack it.

* raider group path is more like a path guideline. each individual raider will still move autonomously, based on the group's main objective. (kidnap, theft, sabotage, assassination, etc..) the path just ensures that majority of the raiders will avoid pathing through "kill zones".

* if all paths to the raider objective is projected to have high casualties (ie : all paths are recent killzones). then try to change raider objective. (ie : from a theft mission, switch to ambush outside the base for assassination attacks)

* if no other objective is valid and high casualties are predicted. either retreat or push through the path with least casualties.. or whatever..

i'm sure tynan can come up with something awesome.

JimmyAgnt007

other classic siege equipment like those mobile walls, translates to shield generators or whatever, so they can move under a bit of cover.  or some kind of siege tower that makes walls passable.  if vehicles get implemented then they can have a underground driller that either cuts through walls and mountains, or just springs up from the ground (like drop pods but from below)

stefanstr

Oh mighty Tywin Lannister... umh ... I mean Tynan Sylvester.... please deign us with your response!

Shinzy

Quote from: stefanstr on October 31, 2014, 06:55:54 AM
Oh mighty Tywin Lannister... umh ... I mean Tynan Sylvester.... please deign us with your response!

D'you think he's had an unfortunate encounter with a dwarf while visiting the bathroom
We may not hear him roar around the forums anymore! *gasp*

BetaSpectre

Oh I beseech thee with thou mighty PM functionality which thereof persists within our realm of existence!

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stefanstr

Bumping this as Tynan seems to have been away from the forums the last week and is back today.