First of all, great interview with techZing. I now know how to properly pronounce the name of your company (Did anyone else assume it was Ar-Sen?).
I found the discussion of Neural Networks enjoyable, as that's an area I'm interested in. Have you by chance heard of
Galactic Arms Race? They use a type of Neural Network called a Compositional Pattern Producing Network and an Evolutionary Algorithm to automatically evolve new in game weapons based on player preference - the fitness function is a measure of how of much the weapon is used. Unfortunately, the game is poor, but the concept is highly innovative. There's a good explanation of how it all comes together on the site.
As ever, I'm very impressed by how quickly you were able to develop the game's AI, and hope to continue to see it become increasingly powerful as time goes on.
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So, when do you think AI will become sentient?" - At the current rate of development probably about version 1.2000
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I'm currently playing a game against two moderate level 8 AIs - it's going well so far (*knocks on wood*).
Thoughts and Suggestions;
Area Attack OrdersPlease forgive if there is already an effective method for dealing with this situation;
Say I want to chase down a specific group of ships in my system, often a large group of parasites, they're zooming around after harvesters so my ships need to be in constant pursuit to stay in range. I can't order them to just attack one, as they will destroy it and then stop in place leaving the remaining AI ships to cause havoc unobstructed.
I can't attack-move to a location because my ships may become distracted by other targets enroute, and this also requires me to successfully determine the target that the AI ships in question are heading for. Ordering my ships to attack-move to an enemy ship is less than ideal because again my ships can become distracted, and it doesn't guarantee that my ships will ultimately destroy the entire AI group.
Free-roaming defender mode fails for similar reasons - it doesn't guarantee that my ships will head for my intended target. The only solution I've found is to pause and queue up each target in turn.
I'd like the ability to drag a selection box around a given area which automatically queues up attack orders on all the AI units within that area, with my ships preferably taking the optimum route to reach in target in the minimum amount of time.
Free-roaming Grouped DefendersThe ability to order a group of ships into free-roaming mode, but also ensure that that group of ships remains together. This would reduce the number of situations in which my faster, albeit less durable, defenders would reach the enemy first, getting themselves slaughtered before support arrives. Mainly though, it would allow me to keep a munitions booster with my cruiser garrison
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MissilesA method of ordering a lightning missile to detonate immediately upon exiting from a wormhole would be appreciated - when they emerge they usually scatter and are destroyed at the side of the AI's forces, causing minimum damage.
Missiles should not regenerate health, instead it should be possible to repair them - I'm not sure what the justification is for not being able to do so with missiles.
Missiles, especially the armored kind, should not provide scout intel, it is possible to scout out the entire map at the beginning of the game (resources permitting) using the indestructible armored missile.
Missiles should be able to have their engines damaged.
Most missiles should require Knowledge points to unlock them - only the standard lightning missile should be available initially.
AI StrategyThe AI is too reckless with its starships, it sends them into battle without support from smaller ships and does not attempt to retreat and repair them when they are in danger.
The AI does not react appropriately to missiles - AI ships only fire upon missiles when they come into range and do not pursue them. Missile detonations in an AI system do not alert the AI to the player's presence and hence it does not reinforce in anticipation of an attack.
ForcefieldsYou may recall that I promised to never discuss forcefield mechanics again, but I assure you that this idea is a figment of your imagination. Any post you may find to the contrary is similarly a sinister illusion.
The protection radius of the Forcefield Generators should be proportional to the amount of health that the forcefield has remaining, encouraging players to place the most valuable structures closest to the centre of the field. This is in response to the tactic of filling forcefields to the brim with turrets to blockade wormholes which I feel is slightly too effective. This would also allow a dual forcefield configuration in which the more damaged field would eventually shrink inside second field, allowing the two fields to effectively share the damage, instead of one being destroyed before the other has even taken a hit.
When constructed, forcefields should come online with only 70% of their maximum health, to reward players that can effectively anticipate attacks.
A, 'Force Field Regeneration Augmenter', should be available. This device would be attached to forcefields, increasing their maximum health (10%) and regeneration rate (50%) in exchange for an ongoing resource cost.
Advanced Warp SensorI recall reading that there is an upgraded version of the Warp Sensor in the works that allows free roaming defender mode ships to swarm wormholes that are about to spew forth a wave of AI ships. While I think the swarming feature is an excellent idea, I think that the option to enable this behaviour this should be available with the current Advanced Warp Sensor, as I feel at this point it doesn't quite justify its 500 Knowledge point price tag.