Show whole topic Feb 17, 2013 12:29 am
urrit Offline
Approved Member
Registered since: Feb 16, 2013
Location: -


Subject: Re: Ai implementation
Hello all,

I discovered MAXR a few years ago and have checked in every now and then for the latest release. I'd like to help, but I don't know where to start.

My background:
-I'm an engineer who knows the basics about programming in C++ and writes programs at work.
-However, I'm not a programmer who writes code every day and knows libraries by heart.

My interests:
-I've enjoyed gaming my whole life. Although I've never programmed a "real" game, I've always wanted to make my own game.
-I like to play singleplayer games where I can take my time to strategize and scheme, but they become boring once I "figure out" how the AI works. This leads me to play multiplayer games where I can find opponents who can offer up a challenge. Unfortunately, most of the good multiplayer games that I've come across are either FPSs or RTSs.
-Efficiency.

My convictions:
-Every game that I can think of that I've ever played has made the game harder by giving the AI some kind of bonus/advantage or by giving me a handicap at the higher difficulty settings. Sure, the game becomes more challenging for the first few rounds, but, since the AI has the same limitations as it did on "normal" mode, the AI is still flawed by the same logic. All that means is that now I have to defend against a rush of 15 marines instead of 8. At that point, since I'm always looking for the path of least resistance to victory, I naturally settle for some kind of strategy that involves exploiting the AI's logic to compensate for my disadvantage.
-I understand that developers don't always have the time or resources to develop the AI further, so I don't want to call it "lazy" per se, but, at the bare minimum, it certainly doesn't raise the standard. I expect more. It would be nice if I could help MAXR develop a robust AI to play against.

I really don't think I know enough to be helpful as far as coding how the game communicates with the players and AI over the internet and such. I think I'll go ahead and start throwing together some pseudo-code or methods until you experts decide how the AI should be implemented and I can learn more about what needs to be done and how I can be useful.