Brad Wardell's site for talking about the customization of Windows.

I’ve ready a lot of comments on Fallen Enchantress: Legendary Heroes AI.  I feel confident in saying that most people seem very satisfied with it overall. But I think most people would say it’s not quite as good as GalCiv II’s.

In some respects, the GalCiv series is an anomaly.   I’ve been programming AI on GalCiv games for 20 years.  Let’s put that on the table for a moment and consider the ramifications. Can anyone think of a game, any game in the history of game development, where the same individual programmed the AI for the same franchise for 20 years.  That’s why the AI in the GalCiv games is so good. I’ve had 20 years to digest people’s ideas.

Similarly, a couple weeks ago we released FE: Legendary Heroes 1.3.  As many have observed, the AI improvements in it are nothing short of spectacular.  But that’s not because I suddenly became a better programmer (I wish! <g>). It’s because I’ve had just that much more time to play the game, read the forums, watch “Let’s Play Videos”.

Probably the biggest advantage the LH has had in AI is that pretty much everyone has multicore setups.  I can’t promise this but I think LH may be the first truly native multicore AI that’s been developed (it certainly won’t be the last).  That is, every AI player gets its smarts spawned out to a different CPU core.  That’s why the turn times are much shorter than in most games even though the AI plays pretty well without having to cheat.

Why we don’t like cheating

I’ve gotten a lot of email from people asking why I don’t just have the AI “cheat” on the challenging and normal difficulties.  And I think there may be an age thing.  People of my age (around 40) really really hate cheating AI.  I think it hurts the game. I think it hurts the game because when I play a game, I want to feel like the AI is playing the same game as I do.

Even on the harder levels in Legendary Heroes, the AI doesn’t just conjure up units out of thin air. We just give them more gold or more HP and other things that players can understand and react to.  We don’t, for instance, spawn enemies out in the FOW (a very common trick on our industry). The AI has to have the resources, even on “ridiculous” to create those units. That matters because players want to be able to knock out iron mines and stables and know that this is going to impact the AI’s ability to create those units (same for wiping out shards and spell casting).

What’s next

I still think of Legendary Heroes as a new game.  New DLC is in the works, new updates (1.4 and 1.5) are in the works.  The success of the DLC allows me to pay developers to keep enhancing the game. 

So how do we make the AI better?

There’s just no substitute for time on this.  When people play the game and post, I read. And I conspire how to thwart their plans. Smile  Like many of you, I enjoy playing the game and thinking of ways to wreck it.  I’m a lucky guy that I get to spend time with you guys and brainstorm new strategies for the AI.  I do feel bad for the amazing experts who won’t get to see the expression on those new players who suddenly see the AI doing something clever.

But I think, you and I, together are doing something really fun for next-generation gamers who will realize that 4X games are, actually, pretty darn amazing.

 

Cheers!


Comments (Page 3)
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on Sep 06, 2013


I am pretty sure no terrain,less depth and no tactical combat is also a factor why GC had better A.I.

on Sep 06, 2013

1) Knowing where the AI well and truely cheats makes me feel a lot better. ^.^

2) Tactical summons are a bit on the just for fun side until you get Mantle of the Ocean, or one of the mage robes going. In the same or less mana you can shoot out a fireball or lightning to have a instant and greater affect on the battle. Strategic summon isn't so bad. You have a good chance being able to reuse a summons. The Air Elemental with 5+ air shard is very very nasty and unlikely to die ... ever. Meaning you can use keep reusing it and reusing it. It's very efficient.

 

Edit: One trick you may want to teach the AI. The crown a sovereign can start with means paying no maintenance on summons. Meaning there is no difference between a tactical and strategic summons. The Queen would make a very nasty summoner.

 

on Sep 06, 2013


Thanks for being open about things other game companies keep quiet about. I appreciate the info.    IMHO you and your team have done a great job with Fallen Enchantress, I deeply respect people who know their work (also knowing that younger colleagues are also needed for their new perspectives and energy).

 

 

on Sep 07, 2013

My deepest respect for you, Derek (Frogboy)!

 

You have the only company i can think of, where i spend my money with a good feeling, because i know that you deserve it, that you will use it fair and that you will create greate stuff with it!

And you just proved me right once again.

In a time where nobody seems to have much interest in developing strong, non-cheating AI's. you really shine.

 

 

on Sep 07, 2013

Haydun

My deepest respect for you, Derek (Frogboy)!

 

You have the only company i can think of, where i spend my money with a good feeling, because i know that you deserve it, that you will use it fair and that you will create greate stuff with it!

And you just proved me right once again.

In a time where nobody seems to have much interest in developing strong, non-cheating AI's. you really shine.

 

 

Nobody will take offense but Derek is Kael and Brad is Frogboy. 

on Sep 07, 2013

They sound like a superhero duo.

on Sep 07, 2013

LordTheRon

 

Nobody will take offense but Derek is Kael and Brad is Frogboy. 

Are you sure about that?  Has anyone ever seen them together?  Isn't it interesting that anytime Derek is around, where's Brad?  Anytime Brad is around, where's Derek?  Hmmmm....

on Sep 07, 2013

Hm...

Which is Doctor Jekyll and which is Mr.Hide?

on Sep 11, 2013

puntarenas
Supporting the ongoing development made me buy the "Bunny Slippers DLC" and although content wise your DLCs feel poor, just count me in for another round of weird crowd funding.

Well why not to make a "Wise AI" DLC?

People of my age (around 40) really really hate cheating AI.

Me also. But if AI cheats invisibly it's more or less all right. Instead of meeting an AI troops with excessive traits, where the cheat is obvious, meeting AI troops just of high levels of experience and in large numbers would be better. I even like to smash zounds of AI armies.

I think that problem in the main would be solved if there were:

1. More and more AI units.

2. AI would be aggressive  and amass attacks on human player.

In real life most wars decided in one major battle but in computer strategy this is boring. Make a cosistent massive flood of AI enemies, give us consistent WAR and I think most complaints will be forgotten.

on Sep 11, 2013

Large numbers of badly managed troops aren't a plus, that's just a grind.

on Sep 12, 2013

N/A

on Sep 16, 2013

Primal_Savage

I'm just baffled as to why the AI leaves lairs/monsters (and sometimes even treasures) untouched when it has the strength to obliterate them.

 

I believe this was an error in the code. When the lairs were only 1 square away the AI could not find a way to it and vice versa for the AI hero. I think it will be fixed in the next patch.

on Oct 06, 2013

Hi Brad, at first: Fallen Enchantress is a good game with a lot of new ideas. I hope this game will push the genre of 4X-fantasy-games! 3D, Editors for all contents, nice towns, all has levels and the very cool idea of unit-design are fantastic.

The elemental game series has editors for all kind of content. In my opinion it would be consistent, if you have an AI-editor like in Dragon Age ( http://dragonage.wikia.com/wiki/Tactics_(Origins) ) too. One human can never build a perfect AI - but the mass of players can do. Especially in fantasy games with tons of spells, units and weapons. I prefer behaviour trees as basis for AI ( @all: you can find a good and easy to understand introduction here http://www.altdevblogaday.com/2011/02/24/introduction-to-behavior-trees/ ). With this kind of AI it would be very easy to build and upgrade the AI - and this by the players too. What do you think? Which basis for AI do you use?

 

 

 

on Oct 06, 2013

webusver
Well why not to make a "Wise AI" DLC?

The problems is that aren't we already paid for this game?

Paying for new content as DLC is OK in most cases, which you can selectively add to the original game.

Paying for thing should be there in the first place is wrong, it should distributed as patches.

on Oct 07, 2013

Primal_Savage
I'm just baffled as to why the AI leaves lairs/monsters (and sometimes even treasures) untouched when it has the strength to obliterate them.

I don't mind it if AI leaves lairs alone...if the lair isn't bothering the AI's growth/strength....but if they need to kill off the monsters on the lair, they really should take the loot.

 

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