Topic:   Can Someone Give me Advice on Advanced AI for NPCs in a Turn-Based Strategy Game   (Read 361 times)


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Leila


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Hello everyone :)

I am using decision trees or state machines for NPC decision making but I am not sure which would be more effective for a strategy game. Has anyone here implemented these or perhaps something more advanced like behavior trees or utility based AI?

Developing an AI that can successfully combine aggressive tactics with resource management is a challenge for me. Any frameworks or advice on how to deal with this kind of complexity? What are the best ways to analyze and troubleshoot a turn-based game's AI behavior? Are there any tools or approaches that you find particularly effective?

also i have read this; Do you think Sc could go commercialmsbi tutorial

I want to make the AI in my game as engaging and challenging as possible.

Thanks in advance for your help. :D



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Brayden


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According to me For advanced NPC AI in turn based strategy games you can do this

Model complex actions & decisions.
You can Choose actions based on evolving criteria.
Also Adjust tactics based on player actions.
Regularly refine NPC behavior for balance and challenge.