broadened tactical AI (negative values)
Posted: Wed Mar 21, 2012 6:29 am
Tactical AI could be expanded to allow for some more factors, which would (theoretically) help the AI to make better decisions. My ideas:
Give some talents negative AI values, where appropriate. For example, Rush would have a negative value for "escape", as it brings you from far away to next to the target. This would (in theory) help prevent enemy ranged attackers from closing on you (as they often do with movement infusions).
This would also include sustained talents, for example, Invisibility could have MANA = -2 added to its AI information, so it isn't used when mana recovery is valued.
Make deactivating a sustain available to the AI, and give it the inverse of the AI for activation. For example, deactivating Invisibility would give AI numbers of DEFEND = -2, ESCAPE = -2, MANA = 2. Note that deactivating Invisibility becomes attractive to the AI if it needs mana much more than it needs to escape or defend.
Thoughts/criticism/ideas? I don't have a very strong understanding of the tactical AI system, so this may be way off.
Give some talents negative AI values, where appropriate. For example, Rush would have a negative value for "escape", as it brings you from far away to next to the target. This would (in theory) help prevent enemy ranged attackers from closing on you (as they often do with movement infusions).
This would also include sustained talents, for example, Invisibility could have MANA = -2 added to its AI information, so it isn't used when mana recovery is valued.
Make deactivating a sustain available to the AI, and give it the inverse of the AI for activation. For example, deactivating Invisibility would give AI numbers of DEFEND = -2, ESCAPE = -2, MANA = 2. Note that deactivating Invisibility becomes attractive to the AI if it needs mana much more than it needs to escape or defend.
Thoughts/criticism/ideas? I don't have a very strong understanding of the tactical AI system, so this may be way off.