Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover

IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

Reply
 
Thread Tools Display Modes
  #1  
Old 08-17-2012, 12:52 AM
nearmiss nearmiss is offline
Global Moderator
 
Join Date: Dec 2007
Posts: 1,687
Default

Quote:
Originally Posted by CaptainDoggles View Post
In terms of control and game mechanics, yes.

Tactically, no. Not without cheating. Humans can learn and adapt in a way that AI really can't, and air combat is an extremely difficult problem to solve.

You could make an AI that would be able to reliably hit deflection shots at extremely long ranges and fly with 100% control coordination and optimal throttle/prop pitch use etc. There are some games at which humans will always excel.
There is one thing I hate about responding on forums. It doesn't matter how you say it someone will find an opening or hole in what you say. Forums are supposed to be informal discussions not comprehensive epistles fully explained to cover everything.

Yes, Humans can adapt in ways AI cannot. However, probability properly coded can handle a very high percentage probable actions.

If AI have full out 100% usage of resources programmed into the AI aircraft the AI can definitely cope with C.E.M. of any human.

Deflection shots can also be coded as well. AI aircraft are just complex math equations that can be balanced against the equations of other aircraft. Deflection range and lead can be calculated as well. It is doubtful any gamer software programming would go to that level of precision.

It may be done one day, but I don't see it in anything as long as people aren't that concerned to demand it.

If we get a reasonably sensible AI performance that is probably as good as can be expected. The tools for most realistic air combat will probably have to come with Online gaming. I am talking about mission builder tools with adjunct ability for things to change on the fly. When everything spins around the Online game, and enough players can be involved simultaneously then we will really enjoy air combat experience.
Reply With Quote
  #2  
Old 08-17-2012, 02:55 AM
Codex Codex is offline
Approved Member
 
Join Date: Nov 2007
Location: Hoppers Crossing, Vic, Australia
Posts: 624
Default

Quote:
Originally Posted by nearmiss View Post
Yes, Humans can adapt in ways AI cannot. However, probability properly coded can handle a very high percentage probable actions.
Bingo!

This is the one aspect of AI coding that sets the "predictable" apart from the "believable".

My main gripe all these years with IL-2 was the predictability of the AI. If I recall it was one of the patches during the Pacific Battles(?). Flying around in my FW I’d ALWAYS end up with “pilot killed” messages even if the bullets were no where near the pit. Assigning stats and random events to the AI would create a believable playing experience for SP and COOPs imo.

I might give BoB II another go, I’ve had it sitting on the shelf for about 3 or more years now and installed it only once
Reply With Quote
  #3  
Old 08-17-2012, 02:36 AM
smink1701 smink1701 is offline
Approved Member
 
Join Date: Feb 2010
Location: Dallas, TX
Posts: 607
Default

Quote:
Originally Posted by nearmiss View Post
AI could be as good or better than humans. Just fly the BOB II WOV latest patched version. The AI was worked on continuously for several years by Buddye. Human behavior is not that difficult to predict using probabilities for initiating actions of AI pilots in the software. The AI aircrat must be constrained equally with human pilots. There must be parity in performance of the aircraft of each.

Ai will have to be bound by the same aircraft performance as the human pilots. There can be no "bat turns", exceeding dive speeds, excessive climb speeds, and superior shooting abilities. That is a start to producing a competent programming for AI.

The Online game was always the ticket for more realistic flying, except it becomes boring flying furrballs. Yes, flying against other humans is better compared to AI pilots. Yet, the humans don't want to take the necessary time and make the efforts for building competent mission scenarios. There have always been a few, but mostly just fly and shoot Online servers.

All the additional and complex programming for AI performance and a competent mission builder are too much work for developers. AI performance improvements are a trial and error kind of thing, and it can take years of work like Buddye did on BOB II WOV to really get a superb AI performance programmed.

Sadly, the BOB II WOV is limited by the programming code. It is a sim that is about 15 years old now. Computer technology and software has advanced far beyond those days.

The scripting in the COD mission builder may be the answer, but without a competent AI performance it will just be half done.

Two principal requirements for Offline game are competent AI and Mission Builder. IL2 barely had either.
Thanks for this nearmiss. AI has always been my main complaint with CLoD. I hope the dev team will keep working on it because as beautiful as the game looks and now sounds, the game play due largely to the dumb AI is...dumb.
Reply With Quote
  #4  
Old 08-17-2012, 02:25 PM
skouras skouras is offline
Approved Member
 
Join Date: Nov 2009
Location: Greece-Athens
Posts: 1,171
Default

Quote:
Originally Posted by nearmiss View Post
AI could be as good or better than humans. Just fly the BOB II WOV latest patched version. The AI was worked on continuously for several years by Buddye. Human behavior is not that difficult to predict using probabilities for initiating actions of AI pilots in the software. The AI aircrat must be constrained equally with human pilots. There must be parity in performance of the aircraft of each.

Ai will have to be bound by the same aircraft performance as the human pilots. There can be no "bat turns", exceeding dive speeds, excessive climb speeds, and superior shooting abilities. That is a start to producing a competent programming for AI.

The Online game was always the ticket for more realistic flying, except it becomes boring flying furrballs. Yes, flying against other humans is better compared to AI pilots. Yet, the humans don't want to take the necessary time and make the efforts for building competent mission scenarios. There have always been a few, but mostly just fly and shoot Online servers.

All the additional and complex programming for AI performance and a competent mission builder are too much work for developers. AI performance improvements are a trial and error kind of thing, and it can take years of work like Buddye did on BOB II WOV to really get a superb AI performance programmed.

Sadly, the BOB II WOV is limited by the programming code. It is a sim that is about 15 years old now. Computer technology and software has advanced far beyond those days.

The scripting in the COD mission builder may be the answer, but without a competent AI performance it will just be half done.

Two principal requirements for Offline game are competent AI and Mission Builder. IL2 barely had either.
nice post
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 10:02 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.