Group AI Idea

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Shadow Wolf TJC
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Group AI Idea

Post by Shadow Wolf TJC »

I'm posting this in the Lounge for now, but if it ought to be proposed for the Suggestions section, then you could move it there if you'd like.

This is just an idea for any rts games in general, but what if, when assigning several units into a group, a sort of Group AI is created to manage cooperation among the units that are assigned to the group? (Think of it as like a commander, only invisible.) Here are a few things that could be possible with such an AI:

- Access to new group commands in addition to several individual unit commands (like hold fire, retreat at moderate damage, attack from long range, etc.)

-- Group Attack Modes:
--- Barrage Fire: Orders all members of the group to attempt to fire at the same time in order to attempt to overwhelm the target's defenses. Useful if trying to bombard defenses with long-range missiles before the enemy has a chance to shoot them down with anti-missile defenses, or to deal more damage/destroy an enemy unit that regenerates shields/armor/HP quickly.
--- Chain Fire: Orders all members of the group to attempt to fire one at a time in order to ensure that shots don't go to waste trying to hit something that's already been destroyed by a fellow unit. Would be very useful for a group of powerful, but slow-firing units (such as Ripple Rockets) to have for attacking an incoming army of small units that would go down in one shot to these units.
--- Free Fire: Orders all members of the group to fire as soon as their weapons are ready to fire in order to maximize the group's dps (damage per second). This is pretty much what we usually see today.

-- Group Movement Modes:
--- Formation Move: All units in the group will try to stay together while moving to their destination. Faster units will slow down if slower units are being left behind, and will speed up if they are being left behind.
--- Free Move: All units will move to their destination as quickly as they can, regardless of whether or not they are faster than their comrades.

-- Target Priority Modes:
--- Defensive Priority: All units will prioritize enemy units that present the biggest threat to the group 1st and foremost, then prioritize enemy units that their weapons are most effective against 2ndmost. For example, say you have a group of mostly Cannon Tanks and Machinegun Tanks, but also including a handful of Cannon Cyborgs and Machinegun Cyborgs, and it encounters an enemy group of Cannon Tanks, Machinegun Tanks, Cannon Cyborgs, and Machinegun Cyborgs. Your Cannon Tanks would target the enemy's Cannon Tanks 1st, then the Cannon Cyborgs, then the Machinegun Tanks, and finally, the Machinegun Cyborgs. Your Machinegun Tanks would target the Cannon Cyborgs 1st, then the Cannon Tanks, then the Machinegun Cyborgs, and finally, the Machinegun Tanks. Your Cannon Cyborgs and Machinegun Cyborgs, since they're fewer in number than your tanks, would prioritize the same targets as the tanks with the same weapon as the Cyborgs would. (Note that, if the enemy was using sensors to bombard your forces from afar with artillery, then your forces may be more or less inclined to automatically prioritize the sensors over any other attacking unit depending on the amount of firepower being projected by enemy artillery.)
--- Offensive Priority: All units will prioritize enemy units that their weapons are most effective against 1st and foremost, then prioritize enemy units that present the biggest threat to the group 2ndmost. Using the example situation above, your Cannon Tanks and Cannon Cyborgs would target the enemy's Cannon Tanks 1st, then the Machinegun Tanks, then the Cannon Cyborgs, and finally, the Machinegun Cyborgs, while your Machinegun Tanks and Machinegun Cyborgs would target the enemy's Cannon Cyborgs 1st, then the Machinegun Cyborgs, then the Cannon Tanks, and finally, the Machinegun Tanks.

-- Group Firing Profile Modes:
--- Fire at Will: If an enemy unit comes into view of, or fires on, any of the group's units, then all units in the group will automatically attempt to attack the enemy unit if it's in range of their weapons, and will attempt to chase after the enemy unit if out of weapon range (unless the group is set to "hold position" stance).
--- Return Fire: If an enemy unit fires on any of the group's units, then all units in the group will automatically attempt to assist its comrade in attacking the enemy unit if it's in range of their weapons, and will attempt to chase after the enemy unit if out of weapon range (unless the group is set to "hold position" stance).
--- Hold Fire: All units in the group are prohibited from attacking enemy units unless ordered to by the commander.

-- Group Attack Range Modes:
--- Long Range: The entire group will attempt to close within the max range of their longest-ranged units and attack from there, while the shorter-ranged units provide protection. For example, a group consisting mostly of Cannon Tanks, but also including a few Ripple Rockets, Howitzers, and Flamer Tanks, set to this and ordered to attack a target will attempt to move within Ripple Rocket range, leaving the other units to sit there protecting the Ripple Rockets from incoming enemy forces.
--- Medium Range: The entire group will attempt to close within range of at least 50% of their forces' max weapon range and attack from there. Using the example group above, the entire group would attempt to close within Cannon Range (since Cannon Tanks are the most numerous of the group) and, by extension, Howitzer and Ripple Rocket Range, leaving only the Flamer Tanks to protect the group from any enemies that get within range of their Flamethrowers.
--- Short Range: The entire group will attempt to close within the optimal range of their shortest-ranged units (therefore maximizing firepower) and attack from there. Although this can mean exposing the entire group to enemy fire, it can be useful for preventing the enemy from easily taking out your longer-ranged units by attacking them from the sides or rear while your shorter-ranged units are busy fighting.
--- Optimal Range: All individual units within your group will attempt to move within optimal range of their individual weapons systems. While this does tend to keep your longer-ranged units from being exposed to short-range fire while still maximizing the group's firepower, it can also leave them open to an enemy's sneak attack from the sides or rear.

-- Group Retreat Threshold Modes:
--- Retreat at 75% Strength: If 25% of the group's original forces are either retreating for repairs or have been destroyed, then the rest of the group will attempt to return for repairs.
--- Retreat at 50% Strength: If 50% of the group's original forces are either retreating for repairs or have been destroyed, then the rest of the group will attempt to return for repairs.
--- Retreat at 25% Strength: If 75% of the group's original forces are either retreating for repairs or have been destroyed, then the rest of the group will attempt to return for repairs.
--- Don't Retreat: The group won't retreat until every member is retreating for repairs, as set by each unit's Individual Retreat Threshold Mode.

-- Individual Retreat Threshold Modes: (This was included here to sort of compare and contrast with the Group Retreat Threshold Modes.)
--- Retreat at Moderate Damage: The unit will attempt to retreat at 75% health or lower.
--- Retreat at Heavy Damage: The unit will attempt to retreat at 50% health or lower.
--- Retreat at Critical Damage: The unit will attempt to retreat at 25% health or lower.
--- Do or Die: The unit will not retreat unless ordered to, and will fight to the death!

-- Group Aggressiveness Modes:
--- Search and Destroy: While stationary, the group will attempt to pursue and attack any enemy forces that any of its units encounter, not returning to its previous position after the enemy forces are destroyed. While moving, the group will attempt to pursue and attack any enemy forces that any of its units encounter en-route to the destination, only returning to moving to its destination after the enemy forces are destroyed.
--- Guard: While stationary, the group will attempt to intercept and attack any enemy forces that any of its units encounter until the enemy units leave the group's vicinity. While moving, the slower members of the group will not attempt to chase after enemy forces, but will attack any that are in the path, while the faster members will attempt to chase after and attack any enemies that they encounter, only breaking off when the enemy units are no longer close to the slower members of the group.
--- Hold Position: While stationary, none of the group members will move, but they'll still attack any enemies that are in range of their weapons. While moving, the group will not pursue any enemies that any of its units encounter en-route to the destination (like a convoy), but will still attack them if they're in range of their weapons.

- Access to each members' abilities:
-- Smartcasting: Only one unit in a group attempts to use the ability at a time, while the rest of the group protects it.
-- Groupcasting: All units in the group with the ability will attempt to use it, while the rest of the group protects them.
-- Unit-Specific Orders:
--- Construction Units:
---- Repair Structure: Orders the group's construction units to repair the designated structure(s), while the rest of the group protects them.
---- Repair Move: Orders the group's construction units to repair any damaged structures that it encounters, while the rest of the group protects them.
---- Build Structure: Orders the group's construction units to build whatever structure(s) they're told to build at the designated location(s), while the rest of the group protects them.

--- Transports:
---- Drop Off: Orders 1 or more of the group's transports to drop off whatever cargo the commander chooses at the designated location(s), while the rest of the group protects them.
---- Pick Up: Orders 1 or more of the group's transports to go to and pick up the designated unit(s), while the rest of the group protects them.
---- Unload All: Orders the group's transports to unload everything at their current location. Useful in an emergency.
Creator of Warzone 2100: Contingency!
Founder of Wikizone 2100: http://wikizone2100.wikia.com/wiki/Wikizone_2100
IgorBrehm
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Re: Group AI Idea

Post by IgorBrehm »

:hmm: :hmm: 8)
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milo christiansen
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Re: Group AI Idea

Post by milo christiansen »

Hmmm... interesting idea(s) but it would be too hard to implement in warzone :(

Keep it in mind for if you ever write an rts :wink:
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Shadow Wolf TJC
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Re: Group AI Idea

Post by Shadow Wolf TJC »

Will do. I've been thinking about wanting to create a new rts game with Warzone 2100 as inspiration for a long time now.
Creator of Warzone 2100: Contingency!
Founder of Wikizone 2100: http://wikizone2100.wikia.com/wiki/Wikizone_2100