Designing
Computer Games
Artificial Intelligence (AI)
These are the routines that enable the computer to operate as a worthy opponent for a
human player. These AI routines are not as complicated as they might appear.
AI routines need not take up a lot of space in the program. It is possible to get
powerful AI routines into as little as 2,000 bytes ("characters," or
"2K" in computerspeak).
Doctrine is what drives AI, doctrine is the standard procedures that armed forces use
when in combat. Every armed force has a doctrine. Some doctrines are more efficient than
others, but that's something you have to dig up in your research.
There's also the problems of "Theory versus Practice" in doctrine. What the
doctrine says is not always what the troops do. You have to do more research to find out
how the troops deviated from their doctrine, to what extent and how often.
For the commander, combat is a rather simple process: at least as far as decision
making goes. There is often imperfect information. That is, the commander is often not
sure of the status of his own troops and is even less well informed about the enemy. Thus
the commander usually makes simple decisions. To mix things up and keep the human player
on his toes, you should also use a random selection from two or more possible moves by the
AI led side.
Where AI becomes complex is when you have AI measure its sides situation against the
human players. This routine is driven by the victory conditions. The measurement is a
combination of the combat strength of friendly and enemy units, the "value" of
their current position and the "value" of enemy positions. Normally, the AI
would select the highest value enemy positions to go after, but not always. By randomly
selecting one of the most valuable enemy positions, the AI player gives the human player
the impression that some real thought is going on. If nothing else, it makes the AI side
unpredictable, and thus dangerous.
Creating the AI routines is a game in itself. You'll simply have to practice. It's not
so hard. I did many successful manual AI systems (for paper wargames) before I did my
first computerized systems. With the experience gained on the paper games, I had no
trouble at all with the computerized AI. Your mileage may differ.
Quality Control
The Computer
Wargame Development Team
Table of Contents
Chapter 7 Contents