I was playing Tekken DR earlier today, and realised that why can't ES do the same as Namco did with AI - let the computer learn from the human player, and create a "Ghost Player", who plays the same way as the subject human player, and used as computer opponent AI.
Wouldnt it great if you can play against top player's Ghost AI? or play against your own Ghost AI? what an amazing experience and learning opportunity that would be!
I am not an AI programmer, but I dont think it would be too difficult, to get some ideas going, these are my thoughts on what the computer should learn.
For the given distinguish the given map, given civ and given opponent civ:
1, explorer priorities - looting or exploring, which type of treasure to get, etc.
2, deck choice and card play order
3, unit choice based on explored information
4, strategy choice between rush, defensive FF, naked FF, and semi-ff, based on explored information
5, number of vils age up (really have to stop doing the retarded 5 houses + 3 outpost age1)
6, unit micro habits, AI is capable of infinitely accurate and efficient micro, of course we dont need the ghost to be that good, just whatever that reflects the given player's actual skill.
yes I realise it may take many games to create a good ghost AI, but look how Sioux games has Amasis played!
Some of you will think this could be very time consuming to program, well i think it would really evolve very quickly if ES allows everyone to help in programming this game engine ability, just like what people can do with quake engines and war craft 3 engines.
Strategy by Ultimitsu
Guns and Biers
British Anti-FF explosion
For TWC only Ottoman FF on non-water non-TP maps
For Vanilla only Dutch Fast Colonial Uber Bank
Wouldnt it great if you can play against top player's Ghost AI? or play against your own Ghost AI? what an amazing experience and learning opportunity that would be!
I am not an AI programmer, but I dont think it would be too difficult, to get some ideas going, these are my thoughts on what the computer should learn.
For the given distinguish the given map, given civ and given opponent civ:
1, explorer priorities - looting or exploring, which type of treasure to get, etc.
2, deck choice and card play order
3, unit choice based on explored information
4, strategy choice between rush, defensive FF, naked FF, and semi-ff, based on explored information
5, number of vils age up (really have to stop doing the retarded 5 houses + 3 outpost age1)
6, unit micro habits, AI is capable of infinitely accurate and efficient micro, of course we dont need the ghost to be that good, just whatever that reflects the given player's actual skill.
yes I realise it may take many games to create a good ghost AI, but look how Sioux games has Amasis played!
Some of you will think this could be very time consuming to program, well i think it would really evolve very quickly if ES allows everyone to help in programming this game engine ability, just like what people can do with quake engines and war craft 3 engines.
Strategy by Ultimitsu
Guns and Biers
British Anti-FF explosion
For TWC only Ottoman FF on non-water non-TP maps
For Vanilla only Dutch Fast Colonial Uber Bank