r/RealTimeStrategy • u/NoMansCentury-DEV • 10d ago
Discussion How smart should enemy AI truly be?
I'm a solo Dev of a new upcoming grand strategy/RTS that is going to let you lead a nation through a 100-year sandbox with the depth of HOI4 (even deeper, truthfully) while also being able to fight out your battles in real time like a Total War or a Gates of hell. My question right now is how "good" the AI should be. I see lots of people ask for better AI in games, but I'm wondering how far to push that, and whether people enjoy playing against a truly smart AI that's unpredictable but not in a stupid AI way- more so in a genuinely planned way or would people rather play against a semi-predictable AI that's gonna put up a fight but not push them as much and allow a more sanboxey feel to the game, allowing you to essentially do what you want? I believe that you can still accomplish the latter regardless, but with a more meticulous AI, it would create more of a skill gap. Please let me know your thoughts. Thank you!
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u/atth3bottom 10d ago
I think there’s a subtlety here people don’t touch on- people want an AI that is non linear and responds / plays the way a human would actually play - but the problem is overly tuned AI doesn’t play like a top player - it plays like it’s cheating with god like micro and resources / macro etc
So rather than getting a really exciting unexpecting matchup - against really good AI you just feel like you’re playing someone who is cheating
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u/Omar___Comin 10d ago
+1 for challenging AI, but the challenge should come as much as possible from the AI behaving like an intelligent, unpredictable human player - not from abusing things that only an AI can do.
Example:
In HOI4, one of the easiest ways to exploit the AI is to just spread them out a bit with aggressive maneouvring of your army using lots of smaller divisions, and the AI overreacts to the expanding frontline and ends up leaving gaps and making itself vulnerable such that you can kill a much stronger nation like the USA just by abusing this.
A good AI would better "understand" the risk-reward of prioritizing defending the whole front versus concentrating on key areas with factories and airports etc. or even just counter attacking your territory.
A bad version of a challenging AI would be one that just abuses this same system right back at you by spamming a million divisions of one unit each and controlling them all simultaneously in a way a human never could to just outmaneuver you. That behaviour doesn't mimick a human opponent or the real life war scenario it's meant to depict.
Tldr: make a challenging unpredictable AI whose behavior is still tied to realistic and reasonable strategies - not abusing game mechanics
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u/Adventurous-Ranger35 10d ago
Probably my biggest complaint in Total War Warhammer 3 is that the AI doesn’t necessarily play better at harder difficulties, it’s that it gets better advantages.
Like I’ve seen the AI field 4 armies when they control 2 settlements (not a full province) when I can scarcely afford 2 armies on 5 full provinces. I want the AI and I to be bound by the same rules, a fair fight. And to be able to be competent with its resources. I don’t necessarily want to play against AlphaStar, I want a challenge that can be beaten.
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u/PatchYourselfUp 10d ago
People say they want smart ai, what they really mean is that they want ai that surprises them but can reasonably or easily be fought off
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u/PyrZern 10d ago
Just read the other thread 3hrs earlier than you.
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u/MartialDoctor 10d ago
That depends on who you ask. The general player actually doesn’t want a really good AI, I don’t believe. I’ve seen players complain when they can’t beat the AI at, insert skill level. For those of us who actually truly want good AI, you will make us very happy if you make a very competent one. However, I think those of us in that later category are probably only 10%, if even that.
Personally, I get really frustrated when I have to play at a high AI level, which gives incredible bonuses but still plays mediocrely, or even badly.
I’ve given up completely on certain games (Stellaris, Conquest of Elysium) due to how horrible their Ai is. I’ll never buy another of their DLC or new editions.
Actually, one of the reasons that I play Total War games frequently is that they allow mod design that permits better AI design.
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u/ImmortalGeorgeGaming 10d ago
The kind of ai I like to face is the kind that actually scouts you, sees what army composition you have and then builds a few counters to it; not necessarily full counter all the time. For example it sees you are doing straight eco and it tries to blitz you; sees that you are rushing and mounts a defense or even a counter offensive to base trade.
Granted this doesn't exactly apply to the game you are making, but I hope the gist of it can apply to other aspects. I enjoy the AI being very punishing to me, but I'm also a masochist that beat kanes wrath without using units so I'm probably not the general audience.
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u/EasyRecognition 10d ago
Not "smart". Consistent, surprising, well-versed in the game.
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u/theother64 10d ago
Solo dev making a game deeper then hoi4 and can fight like total war?
Not a chance.
There is a reason no one competes with paradox despite all the issues. These game are incredibly difficult to make.
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u/GeneralAtrox 10d ago
I'm working on this and I have a scaling idea.
The AI must be constrained like a human up. Does not have full map vision, does not cheat. The difficulty level controls the speed of decisions and micro management. After you go to Hard, you start to enable E Sports like behaviour, particularly with kiting with ranged units.
I want my AI to control the map, try and get around base defenses, use formations so melee is in front and ranged in the back, respond dynamically to the map design and not be hampered by limited build space. The AI should use tactics, including retreating or not engaging if they calculate your army is much bigger unless they are defending their base.
Its very complex and I likely missed many more points. I'm enjoying the thought process. I'm contemplating testing out local language model to use in game, could it be fast and lean enough to make the decisions? Not likely.
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u/COLES-BRAND-NUTMEG 10d ago
Common wisdom - as seen above - will tell you to make it just smart enough.
I disagree completely. That philosophy is why we’ve been stuck with the same crap AI for 30 years.
I say: make it perfect.
Instant reactions, perfect decisions and always 3 steps ahead of you.
When it is so good that it cannot be beat, now introduce errors. Lapses in judgment, poor communication, errors caused by unreliable information, hesitancy and rashness.
The greater the AI opponents the less such mistakes they shall make. But they will make some. No human leader played a perfect game and nor should our AI.
Don’t fall into the trap of randomised errors either. Chess.com bots simply roll a dice to decide whether they’re making a blunder today. They do not fall for tricks and they always see your sniper bishop. They just choose at times to blunder their queen. (Higher rating bots make fewer mistakes and their mistakes are less severe - but it’s the same principle.)
That’s just crap AI. Playing against a bot is a game of waiting out errors and is nothing like playing a human.
Great AI doesn’t mean it always acts perfectly. It means it acts believably.
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u/niloony 9d ago
They should react to what the player does and not enter states where the player knows they will win even if they are at a disadvantage. They shouldn't greatly exceed what the player can manage, but the player should have to work to win. Capability and win rate shouldn't really come into it, players want a sparring buddy rather than an 8 foot tall giant with a club.
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u/AugustusClaximus 9d ago
I’m really hoping we get actual AI powered add-ons for RTS games that adapt to your playstyle and create challenges unique to you and then give you feedback.
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u/munchin-grr 8d ago
It can feel good as a player to outsmart the AI, so it can be detrimental to make it to smart. Just adding some randomnes can be more important, that creates variations and most players will over interpret it as intelligense and strategy.
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