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Old 11-12-2014, 05:45 PM
majorfailure majorfailure is offline
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Quote:
Originally Posted by IceFire View Post
From what research I've done in the literature surrounding AI and AI programming, you're describing something that is still kind of a dream. We can program in specific behaviours and I'm sure an abstracted system might be developed to boil it down for the AI so they can make some artificially generated judgment calls - but to truly have the ability to size up their opponent and suss out a tactical plan based on that is still something only a human can do.

This is especially true if we try and factor in a fog of war scenario where you know your opponent's aircraft generally but maybe not all of his capabilities or weaknesses. Developing that knowledge organically is the stuff of neural network research and they have made great strides in that area but it's still just in its infancy I think.

A long time before we'll see a game AI with the abilities that we'd all like them to have. And by then... AI might be a little scary to behold. Just ask Elon Musk about what he thinks of that
Correct me if I'm wrong, but AI does not have to learn, it does just have to simulate learning. Ever played an RPG(pen 'n paper)? Then -did your virtual character ever learn anything? No, you just simulated that.

Now do the same for AI - and even a basic system would work IMHO. But that may be too complicated - I do not know if it is possible to program an AI with traits without having to write a new code for every small change in AI. Only then independent skill sets were possible.
As for the other thing, AI not beeing able to use speed advantage - either classify the planes as fast/slow - then a Bf109 will try to run from P-51 - which is okay for rookie/regular. Or give them a faster/equal/slower table, and let only ace know all, veteran and lower will get a table with more and randomly selected wrong entries. Make that table for turn and roll and climb too - and use the result to give the AI rules to follow.
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