Xref: news-dnh.mv.net comp.os.msdos.djgpp:4523 rec.games.programmer:37966 Newsgroups: rec.games.programmer,comp.os.msdos.djgpp From: "gil" Subject: WARGAME ENGINE Message-ID: To: Anybody.using.DJGPP??@Re Encoding: 56 TEXT , 4 TEXT Sender: news AT tx1 DOT elex DOT co DOT il (NEWS SERVER TX1) Organization: Telrad Ltd. Date: Fri, 19 Jan 1996 02:12:01 GMT Lines: 61 DJ-Gateway: from newsgroup comp.os.msdos.djgpp >I was wondering if anyone knew 1) how the AI worked 2) whether >XCOM 3 (due in 1996 or 1997) will have a better AI? 3) any suggestions >that could have improved the performance of the XCOM AI? > > Karl > Dear Karl, I am currently working (in my spare time, hahaha) on a tactical wargame. The engine will be made of classes for each level of command, from the task force HQ, let's say, to the Cies HQ, then for the platoon leaders, then for the units themselves. The units :will be responsible for their survival and immediate environnement and responding (or not ) to the platoon leaders orders. The platoon leaders : will be responsible for implementating their tactical orders that is to say send orders to units according to the situation in their (larger) environnement, and according to the Cies HQs orders. (I spare you all the variations, that's a subject I have also pretty much to say) The HQs: issue orders to platoon leaders according to their view of the even larger situation without dealing with all the combat details and abtracting their platoons to potentials The Task Force HQ: Sees the whole picture and issues orders to all the part of the front according to its understanding of the situation ( I'll explain later) to Cies HQ. Now we can have a set of determined actions that can be applied with pattern analysis to a given situations. (remember that, globally, there's a limited set of combat situations and maneouvers. I believe I can define most of them, mostly from experience) Talking about the situation awereness, I believe I can use "risk", "threat", and "path" maps (list not exclusive): Those will be sort of two dimensional maps with heat points varying on the value we want to stress out. For instance, kill zones, movement difficulty zones, ennemy location... We can use also probability maps for the position of the ennemy according to the information provided by seen units also converted to heat maps. Then, according to techniques used in image processing we can derive an action. ( techniques I can think of are pattern matching, edge detection, simulated annealing, fluid dynamics, maybe more, I don't know...suggestions appreciated!) Those maps would be for each level of groups (units, leaders, HQ...) and of the size of their awereness environnement. unit sees less than Cie HQ, but maybe with more precision. I don't know. I strongly believe this approach to give a good close to life tactical engine. Criticisms are welocomed !!! ;-) Cheers. Gil Disclaimers: I'm only representing my own opinion, and the views expressed here don't represent my employer's. And conversely. This disclaimer also absolves the author of any and all responsability for past, present and future events.