Thoughts on Diplomacy

For what's not in 'Top Priority Game Design'. Post your ideas, visions, suggestions for the game, rules, modifications, etc.

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Impaler
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Posts: 1060
Joined: Sun Jun 29, 2003 12:40 am
Location: Tucson, Arizona USA

#16 Post by Impaler »

True the AI will only be smarter if its using the numerous scales in a logical way. My though would be to a portion of the AI that is tasked with picking a global strategy based on as much information as it can manage to feed it. The AI basicly asks questions like "Who would be a good target to attack at this point" and "Whats the chance that Player 3 will attack player 4". It adds up various input data such as Military strength, fleet positions, tecnology levels ect ect. Some diplomatic Status meters get used for some questions but not others and this makes all the diference. When the AI outputs some number representing its judgement on the question it will be based on more narrowly focused input data then the general love/hate Diplo status can give.

So when the AI desides to go to war it will do so because it percives it to be in its advantage due to a combination of high "reward potential" and low "risk". The "risk" assesment might take into account the "fear" level towards the oponent plus the "aww/disdain" factor. If their afraid of you their more likly to launch a pre-emptive attack. The "aww/disdain" factor tries to assess your power. Depending on how each input is weighted and tabulated you can get very differnt results.
Fear is the Mind Killer - Frank Herbert -Dune

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