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Rome: Total War Mark Maratea CIS588 Winter 05 14 FEB 2005
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Game Overview Rome: Total War is a hybrid real-time tactical (RTT) and turn-based strategy (TBS) game. The game contains 20 factions, 11 distinct cultures, and over 100 types of units, over 10,000 unique battlefields
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AI Overview Tactical (Combat screen) –Unit deployment, formations –Unit movement, morale, retreat/flee –Each soldiers has its own AI. Strategic –City Management (Taxes, Buildings, Training) –Diplomacy, Spies, Assassins –Senate missions –Over land unit movement
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AI Techniques Tactical –Culture based rule-based system (expert system) –Flocking –No evident learning –Some Fuzzy logic –Pathfinding
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AI Techniques Strategic –Simple rule based for where to send units, what buildings to build, etc –Possibly some fuzzy logic for which units to train (hard to test) –A* pathfinding (overall very basic terrain)
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Tools No information was available.
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Strengths AI is very fast and scalable – able to simulate over 10,000 individuals in one battle. Realistic unit actions – units react to their surroundings/situations as you would expect.
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Weaknesses No learning – enemy reacts the same way each time. No tactical innovations. No long term strategy – enemy will sacrifice long term growth for no reason (ie. makes too many troops in a town, depleting the population.) Diplomacy makes very little sense. Tactical pathfinding issues – unit stacking
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Assessment The AI is significantly better than the previous installments (Shogun and Medieval) but still has a way to go. A learning system would greatly improve the AI’s battle performance and extend the replayability. Overall, the AI adds to the game’s enjoyment.
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