Difference between revisions of "AI"From Globulation2
Revision as of 22:50, 16 February 2006Instead of one AI (artificial intelligence) that can play at different levels, globulation has several fundamentally different AIs that have all their own strengths and weakneses. ContentsChoosable Computer OpponentsAINumbiAINumbi is the simplest AI. It is considered to be unflexible and not very resource friendly. AICastorAICastor has been the strongest AI for a long time. It is quite flexible, and quite resource friendly. It provides a moderate opponent, however more experienced players tend to take on 8 castors on the map Playground. NicowarAn AI that GeniXPro works on. It uses complicated statistical anlysis and action records to do everything. It is very modular and many of its modules can run independantly of any other module. Because of this modularity, as well, the AI can be configured to do any number of things, and in the future may be considered the prime AI for scenarios, because it can be configured, for example, never to attack its enemies but only to defend. Other AIsThese AIs are to come in future versions of Globulation2 or are only used internaly for special purposes. AIWarrushA buggy but still very promising AI. It was designed to provide a higher challenge than Castor by attacking extremely quickly and with strength. AIToubibAn AI that JDM worked on till about 10/2004. It doesn't do much yet but will stay in the cvs as ressource for others who program AIs. AINone (AINull)This AI does nothing. It leaves all jobs as originally designed in the map or by the maps script. So it makes only sense on scripted maps. | ||||||||||||||||||||||||||