tag:blogger.com,1999:blog-8394074963215462822.post8052239936271032432..comments2024-03-24T00:19:48.310-07:00Comments on Delta Vector: Game Design #55: Solitaire Wargaming - Designing NPC "AI" - Part 1evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.comBlogger9125tag:blogger.com,1999:blog-8394074963215462822.post-72701284493181530832016-10-11T21:38:58.317-07:002016-10-11T21:38:58.317-07:00I really like your blog and I dive in every now an...I really like your blog and I dive in every now and then to read up to learn more about the hobby. I've been considering Behavior Trees for solo-gaming and co-op play and I think this is a more flexible way to control AI forces.<br /><br />The link below gets more technical but the basic idea is there at the top.<br /><br />http://www.gamasutra.com/blogs/ChrisSimpson/20140717/221339/Behavior_trees_for_AI_How_they_work.phpRobert Kurcinahttps://www.blogger.com/profile/14265955976226652214noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-1858329061789095132015-10-27T14:19:22.977-07:002015-10-27T14:19:22.977-07:00I'll do a post with some practical application...I'll do a post with some practical applications soon (cards and decision trees tended to figure prominently) but Nick Caldwell over on the DV google group has the best one I've seen, combining cards and dice.evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-90456639562636614932015-10-27T08:10:34.184-07:002015-10-27T08:10:34.184-07:00One idea for making an AI might be giving the Arti...One idea for making an AI might be giving the Artificial Opponent a number of choices, lined up against the player's last choice in a chart, giving its next action. So if a player Move, Shoot, or Eat Cheese as her action, and the Artificial opponent has the same, then it would rank those actions 1-3 depending on what the Real oppponent did last turn. Nurglitchhttps://www.blogger.com/profile/12181931346965476499noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-42524814329592305352015-10-25T06:56:03.148-07:002015-10-25T06:56:03.148-07:00Colonial style games have similar advantages for t...Colonial style games have similar advantages for the native styled forcesPaul O'Ghttps://www.blogger.com/profile/08611720164170399684noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-34966271492675225882015-10-21T14:54:58.303-07:002015-10-21T14:54:58.303-07:00I always thought the popularity of zombie and &quo...I always thought the popularity of zombie and "bug hunt" scenarios is in part due to the fact that you can make the "AI" extremely simple and predictable and actually have it be in character :)<br />Weaselhttps://www.blogger.com/profile/05873440251698488032noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-76162970497046695192015-10-21T01:44:35.002-07:002015-10-21T01:44:35.002-07:00Boardgames such as Castle Ravenloft have a one vs ...Boardgames such as Castle Ravenloft have a one vs system. Each "enemy type" has it's own AI. This can be a passive enemy. It can be one that at a certain distance keeps away from you but with a certain distance will attack the nearest figure. They can shoot you at long range or melee with the figure with the most deadly weapon, or the figure with the most hit-points.<br />The free boardgame dungeon plungin' (via Boardgamegeek) has a better monsters AI than the commercial D&D boardgames.Pete Joneshttps://www.blogger.com/profile/14449647031966789600noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-89695093016763056302015-10-20T09:35:26.669-07:002015-10-20T09:35:26.669-07:00Pony Wars has one of the original and best "A...Pony Wars has one of the original and best "AI"s I have come across, which combines a range of what you have discussed with a valued randomising factor too. You don't want an AI that is too predictable or it just becomes another SOP to trigger doctrinal reactions.<br /><br />Written in 1980 they are classically old school but a LOT of fun and have spawned many variants.Paul O'Ghttps://www.blogger.com/profile/08611720164170399684noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-5781783914158235432015-10-20T06:43:42.334-07:002015-10-20T06:43:42.334-07:00You might know of this blog: http://www.solo-battl...You might know of this blog: http://www.solo-battles.blogspot.com/<br />He has not posted in a long time, but he was looking at computer games' AI and how the programming might be applied to tabletop gaming.<br /><br />--ChrisChrishttps://www.blogger.com/profile/03436658698932425918noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-65883267847471232162015-10-20T00:27:44.245-07:002015-10-20T00:27:44.245-07:00It's not solo, but consider Necromunda. It ha...It's not solo, but consider Necromunda. It had a couple of stealth missions where the defending player's sentries each moved a random distance - 1d6 inches minus the model's initiative, if memory serves. If the number came up negative the attacking player moved the model that distance in any direction. If positive, the attacking payer determined the direction the model moved. Which could lead to some interesting tug-of-wars with sentries moving back and forth as the attacker moved the figure away from infiltrators, and the defender moving figures towards attacking figures. Made for some tense stealth missions.<br /><br />I always thought that was an elegant way to keep decision points in the game, keep sentries moving, and keep the defender engaged, all while limiting the options that a defender had.<br /><br />This is relevant to your post, because it points out an additional avenue for fine tuning reactions. You could make part of the mechanic that sometimes the rule dictates the models' actions and sometimes the player dictates, but over time the programming overwhelms the player choice, so it becomes more of a "table top/in game" counter counting down the turns until the player loses any control over the figure.Warren Aboxhttps://www.blogger.com/profile/07671897478928823164noreply@blogger.com