Newsgroups: comp.ai.games
Path: cantaloupe.srv.cs.cmu.edu!das-news2.harvard.edu!news2.near.net!news.mathworks.com!news.kei.com!wang!news
From: bruck@actcom.co.il (Uri Bruck)
Subject: Re: AI routines for RPG game?
Organization: ACTCOM - Internet Services in Israel
Date: Tue, 21 Mar 1995 23:08:20 GMT
Message-ID: <D5tC9x.Dtn@actcom.co.il>
References: <D5E5oo.GDw@emr1.emr.ca>
Sender: news@wang.com
Lines: 32

Perry Robertson (probertson@fcor.glfc.forestry.ca) wrote:
: Hello.

: Has anyone done any AI routines for a roleplaying game.  I am looking for
: routines or ways to code an AI game.  In the game there are armies of
: warriors and the such.  I would like the computer to think like a human
: and react like one.  Basically it is a war simlulator.

: If anyone has any advice, thanks in advance!

: L8R!
: Flynn

I have an idea I have playing around with for some time. If you want to 
simulate an army, start by adopting the army's structure - i.e. 
a command hierarchy. 
try designing different AI's for the different levels of the command 
hierarchy. Each level would get a different view, the higher the level
the less detail, more general.  lower levels, more details, local scale.
The higher level would be concerned with general goals, defend this place,
assault that area, and would relegate these tasks one level lower, to 
commanders who would choose a good way to do it, among several strategies,
the strategies could be described in a general form, and their implementation 
to the specific situation could be evaluated by using  apoint system.
they would give commands to the actual field units, of field commanders,
which in turn would control several field units.
One should consider the various attributes of these units (speed, offnesive
strenght, defensive capability) when dividing tasks among them.
generaly there should be a couple of concepts to remember:
1.commands flow downwards - reports flow upwards
2.levels should not be mixed.
		Uri Bruck
