Dual Strike has units and CO powers so broken, any tactic is useless against them. But (in my experience) that's mostly AW1 and 2. Tanks to attack an APC that was actually bait to draw enemies into range of your artillery. In some ways TINY METAL's AI is more advanced than Intelligent System's but it also makes different trade offs, so it cannot be a direct comparison.īut I am also the AI's creator so I might be biased :pĪI in Advance Wars does display a lot of easily discernible patterns, notably (as you mentioned) wasting Md. It should be one of the most fun AIs to play against in the JAW genre. ![]() The entire BattleCore engine was built to be efficient so the AI could do more calculations. I can also tell you I am very proud of the AI in TINY METAL. In TINY METAL the AI does not depend on this, instead our AI just performs an absurd volume of evaluations. For example the AI Intelligent System's wrote for AW used hard coded build lists and rule based heuristics. Everything is dynamic and re-active to the battle situation. I can tell you the AI in TINY METAL uses zero hardcoded behaviour. A good example of this is how the AI in AW are hard coded to focus on transport units. Yet all AI are just computers so if a player can figure out the algorithms it open up cheese stats which themselves are just not fun. Its no fun if an AI is playing the game by a total different set of game rules from the player, this is why I do not enjoy the high difficulty levels in Civilization. A game's AI is vital to a player's enjoyment and a good AI must provide a challenge for players while being fair. I do not want to risk spoiling anything so I will not same much on this subject. ![]() It's this (albeit exceptionally high standard) I want to know how Tiny Metal compares against. But (unless there's a real-time mode we should know about) this barely makes any difference in turn-based games.Īs far as I'm aware, Days of Ruin's AI is some sorta unicorn of videogame AI that doesn't cheat in the ways I've mentioned (or any other ways) yet remains a worthwhile opponent. This can be counteracted in most games by introducing delays to the AI's actions, so to prevent for example enemies having instant pinpoint accuracy, much like a scummy human player using an aimbot. Mostly as a byproduct of being a computer program, AI can react faster than any human can. ![]() Like getting resources for free, or bypassing in-game rules that make part of gameplay with no cost more than the push of a button (such as bypassing fog in strategy games, "bonus" hit chance regardless of conditions in turn-based games, walking through walls in fps games, and so on). I meant the more glaring stuff, things a human player can do (often thanks to 3rd party software) and are textbook cheating. ![]() I'd say that depends on what you'd define "cheating".
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