Solium Infernum Interview
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RPGWatch: In your blog you mention some interesting situations that you did not plan on in the creation of the AI. Tell our readers a few of the more memorable experiences you had dealing with creating the computer opponent.
Vic Davis: The AI for Solium Infernum was unexpectedly tough to do. Maybe it was a little naiveté on my part but after having written the AI for Armageddon Empires, I thought it would be easier the second time. The problem was that probably like most designers, I created the mechanics first and then only after it had been implemented and all the human UI stuff had been completed, did I sit down and think how the computer would approach a lot of the game problems.
I decided to stick with the goal-based system that I had developed for AE but it had to be drastically changed to suit SI. In a goal-based system a pretty obvious key component is the ability of the AI to identify and prioritize the best goals for a certain situation. With AE they all competed with each other based on their priorites for (action points) to do things in the game. In SI, the action points equated to (order slots) and instead of having a large pool you have a small number like 2. So having multiple competing goals that vie back and forth for focus doesn't work as well. Needless to say, I had to go back to the drawing board twice to find an approach that worked.