Fix Rook AI

Even though most people don't play single player in this game this is a huge problem. If you have someone in a multi-player game thats playing as the rook or get have him on a team in single player you've practically already lost. The main reason its so bad is that he just sits in range of things with his auto firing weapons completely regardless of what his health is, SO he is a free kill to any ranged period. Even if it was just ever so slightly changed to be the same as the other AI i think it would be fine, but for now it just really annoys me...

I don't really care if not much effort goes into this but it's just bugging me so I thought i would write a post.

1,700 views 11 replies
Reply #1 Top

Rook needs some care with A.I. ... his stutter behaviour needs to be purged.

Rook A.I. and general pathfinding (units getting hung-up on map edges & corners) need patching.

Reply #2 Top

Yeh my brother played 5 Rook AIs last night and beat them by standing in the towers and shooting as Regulus

Rooks ran into towers then didnt run away when they got to 1000HP

Reply #3 Top

Much of the same behaviour can be said of all AI. Rook when used by a human can be very deadly.

When as Ai, he is as useless as the others.

No fix needed here...Pathfinding fixes are needed for everyone.

Reply #4 Top

Quoting Neilo, reply 3
Much of the same behaviour can be said of all AI. Rook when used by a human can be very deadly.

When as Ai, he is as useless as the others.

No fix needed here...Pathfinding fixes are needed for everyone.
End of Neilo's quote

Well, you don't see any of the other AI demigods 'hopping' about...

Anyway, what causes Rook to do that? Is it his AI constantly changing its mind on where to go?

Reply #5 Top

What I can see all AI behaves as idiots... Even on Nightmare settings. The same with minions etc, especially priests.

Reply #6 Top

Well, whenever you an AI having to cheat on higher levels, you know it's bad. Many times it cannot even be called an AI, it's just a set of (brain-dead) scripts.

Reply #7 Top

Quoting bug, reply 6
Well, whenever you an AI having to cheat on higher levels, you know it's bad. Many times it cannot even be called an AI, it's just a set of (brain-dead) scripts.
End of bug's quote

Harsh

Lets be honest here. The AI arent bad in all respect. They just cant judge when to run away as well as Humans do (cause we are awesome but hey ho even we get it wrong)

Plus the game was made for online play. AI is a sideline almost. That said the path-finding for the Rook needs changed to stop it juttering when it walks :/

Reply #8 Top

Eh, even quake3 had something called "reinforcement learning". I can't stop thinking that instead of crafting DG-specific AI, GPG would have been better off letting the AI learn on its own. You know, take advantage of all the online games and include results as updates for offline play.

 

Not saying here DG is actually using "brain-dead scripts", cause I really don't know how the AI is implemented. Just saying it really didn't have to be such a problem.

 

Anyway, at the rate GPG is fixing stuff, nothing will make any difference at this point. Die-hards that play the game as it is, will keep playing, but no one will join the community if rook's AI gets fixed (or for any other fix).

Reply #9 Top

     The Light Ai's in the pantheon are all retarded. At least the dark ai's seem to run when they get low on health. These AI's need to be seriously upgraded. They are too dumb to run from a 2 v 1...(as are some actual human players). Maybe make the AI shadow the human player as a back up. or...in the chat menu...add ai commands...like "Help" or "Attack him" or "run" or "go upgrade the damned citadel". This is not at all impossible as there are plenty of games (even almost 20 years ago) that have had this functionality with ai players.

Reply #11 Top

The simple fact is that the AI can only run through so many scripts per second to formulate a good plan before it fries your comp; and that number is far lower then the number of decisions needed to be made to be a good player. Many people don't realize how many decisions they are making in such a limited time. Sure, it seems easy to say that once an AI goes below X health then it needs to return to base, but what if it only needs one second more to cap a flag, or one skill would kill a fleeing demigod - those are decisions humans make without even realizing it because the reward>>risk.

Plus, there isn't the micromangment incolved in other RTS games that allow the computer to be everywhere at once while a person can only give orders so quickly - that right there removes the sole advantage an AI has over a human.