I know some of you see the "AI improvement" subject and think "WTF the AI are already too strong!! Damn those RLF..." However let me explain.
We all know the AI has many advantages over a human (perfect aim, able to switch weapons or charge a melee weapon instantly, etc). These were put in to compensate for the AI's weakness - not being able to act as intelligently as a human guard.
What follows are my ideas to shore up the AI's weakness. This may result in the AI needing less perfect aim or other advantages/cheats.
(I think ElJoelio has done a great job with the AI, but as with any computer code, and ESPECIALLY AI, there's always room for improvement.)
1) Human guards almost never walk. One of the more common times a human guard might walk is when he heard or thinks he heard a thief, and wants to listen more closely, yet still move around. I propose that the AI run unless they heard something suspicious. Their hearing could be reduced while running, like a human guard's.
2) AI don't throw flares in situations where humans do. If a human sees a torch put out (which is different than seeing a doused torch - I'm talking about the situation where the human hears or sees the water arrow hit the torch), he won't run straight to the torch to re-light it. He'll throw some flares or flarescan the area before re-lighting the torch. Another situation that calls for throwing flares is when a thief was spotted, and then lost. The human will flarescan/throw flares into nearby shadows, while the AI just walks to the last known place of the thief and kind of bumbles around holding a flare.
Since we don't want the AI throwing unlimited flares, they would have to hit the supply chest when they run out. They'd probably have to get more than 3 flares per resupply though, because I doubt they could use them as effectively as a human.
3) I mentioned this one in an earlier thread: Respond to seeing a door/window open. At least get suspicious about it until a guard is seen through the door/window. If no guards are seen within a few seconds, and the door/window closes, and there is a shadow on the guard's side of the window, he should flarescan it.
I'm sure there are others. Add your own - lets add some things to ElJoelio's todo list!
We all know the AI has many advantages over a human (perfect aim, able to switch weapons or charge a melee weapon instantly, etc). These were put in to compensate for the AI's weakness - not being able to act as intelligently as a human guard.
What follows are my ideas to shore up the AI's weakness. This may result in the AI needing less perfect aim or other advantages/cheats.
(I think ElJoelio has done a great job with the AI, but as with any computer code, and ESPECIALLY AI, there's always room for improvement.)
1) Human guards almost never walk. One of the more common times a human guard might walk is when he heard or thinks he heard a thief, and wants to listen more closely, yet still move around. I propose that the AI run unless they heard something suspicious. Their hearing could be reduced while running, like a human guard's.
2) AI don't throw flares in situations where humans do. If a human sees a torch put out (which is different than seeing a doused torch - I'm talking about the situation where the human hears or sees the water arrow hit the torch), he won't run straight to the torch to re-light it. He'll throw some flares or flarescan the area before re-lighting the torch. Another situation that calls for throwing flares is when a thief was spotted, and then lost. The human will flarescan/throw flares into nearby shadows, while the AI just walks to the last known place of the thief and kind of bumbles around holding a flare.
Since we don't want the AI throwing unlimited flares, they would have to hit the supply chest when they run out. They'd probably have to get more than 3 flares per resupply though, because I doubt they could use them as effectively as a human.
3) I mentioned this one in an earlier thread: Respond to seeing a door/window open. At least get suspicious about it until a guard is seen through the door/window. If no guards are seen within a few seconds, and the door/window closes, and there is a shadow on the guard's side of the window, he should flarescan it.
I'm sure there are others. Add your own - lets add some things to ElJoelio's todo list!
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