@Cernel said in AI Development Discussion and Feedback:
@Black_Elk said in AI Development Discussion and Feedback:
I think priority for targeting or defending VCs should definitely be at the top of the list. Basically where the AI does everything it can to capture VCs or prevent the enemy from doing so in a given round.
Since many games have Victory conditions that are based on controlling a certain number of VCs at the end of the game round, it seems like a pretty important feature for the AI. There would also be some overlap there with prioritizing capitals and objectives (since those are often VC territories) so would be a nice place to start.
Maybe it could be hacked that the AI doesn't actually think about it, but when, at start turn, it has a major chance to get the needed VC and keep till end round, then it goes for it. I tend to think VC should not make you play very differently, until the last moment. Actually, VC driven victories got very little favour both with custom maps and players, as I believe most mapmakers and players just prefer to fight till someone is obviously the winner, for raw stats (in custom maps, often VC are totally absent or set at a value to just formalise an achieved victory, like we did in the new WaW (I believe any games should have some kind of victory conditions, even if not supposed to be ever reached, before the other side surrenders)).
There is also the consideration that the game is usually about beating the AI, not being beated by it, so I'm not sure how many people would ever play on till seeing the AI actually winning by VC. Probably a bigger item would be the AI making the last stand for not losing by VC too early.
This is essentially what I plan to do. Have checks if the AI is either close to losing or winning in terms of VCs and only then take it into account.
@Black_Elk @Cernel I think VCs actually aren't that important as most games either don't really use them or the game is already decided by the time they come into play (but there are a few that do actually use them especially in unbalanced map where say the Axis needs to try and win quickly). I think the bigger impact would be objectives as those make a major difference on lots of maps but are fairly complex as they very a lot across maps.