AI and Performance

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UsF

FNG / Fresh Meat
Sep 3, 2010
347
44
0
Munich, Germany
Talking about performance, AI seems to be relevant. Imagine a 64player tank battle server with every tank containing 4 additional crewmen, your AI pals.
How efficient is the AI in RO:HoS? I mean performance wise, will it enable these big battles with current hardware? I imagine that each AI in the tank performs individually, is that correct?

This might also be a reason, why crewmen cannot bail their tanks. Imagine a 64people server with AI, everyone ordering their crew to bail. Would get pretty messy.

On the other hand, there is infantry. Does each infantrymen act as an individual or is there a certain mechanic that binds them in a group, acting together, kind of like a tactical management AI? That would be nice and open up the door to more realism. I am sure that Germans and Soviets must have had a difference in their group behavior that could be simulated to some extend. This could also enable much better commander options if you know that you could order whole groups around instead of just units separated by their weapons. Last one has its advantages too, of course.

I'm kind of interested in that, since these things were certainly lacking in RO:Ost and I am looking forward to a solid AI the most (since I rarely enjoy public player vs player combat :( )
 

hockeywarrior

FNG / Fresh Meat
Nov 21, 2005
3,229
1,982
0
The RO Elitist's piano bar
www.youtube.com
I'm kind of interested in that, since these things were certainly lacking in RO:Ost and I am looking forward to a solid AI the most (since I rarely enjoy public player vs player combat :( )
Haha so I guess you didn't have a very good time playing RO:OST, given that the AI sucked pretty bad in RO1.

But good post. I too am curious to see how the much improved AI taxes servers and whether than impacts server slot numbers.
 

UsF

FNG / Fresh Meat
Sep 3, 2010
347
44
0
Munich, Germany
Haha so I guess you didn't have a very good time playing RO:OST, given that the AI sucked pretty bad in RO1.

I played it mostly with friends on private servers, rarely did I go public. ;) Or we put all players on one side and let the AI come at us, which was also fun.
 

cucamonster

FNG / Fresh Meat
Oct 15, 2010
386
169
0
i try to imagine if there is gonna be BOTS in the mods, like in Rising Storm or in Country Vietnam.

I really hope to see some single player action in the pacific theater of war.
 
H

HeyCarnut

Guest
Talking about performance, AI seems to be relevant. Imagine a 64player tank battle server with every tank containing 4 additional crewmen, your AI pals.
How efficient is the AI in RO:HoS? I mean performance wise, will it enable these big battles with current hardware? I imagine that each AI in the tank performs individually, is that correct?...
Interesting post. Massive AI does not have to be very expensive - S.T.A.L.K.E.R. did a fairly credible job, and there is some *very* interesting work being done using GPGPU computing to do "crowd AI" - I sent John some links to some research papers.

I enjoy good SP as much (or more sometimes) as MP, so I look forward to seeing mods with smart bots...
 

timur

FNG / Fresh Meat
Haha so I guess you didn't have a very good time playing RO:OST, given that the AI sucked pretty bad in RO1.

But good post. I too am curious to see how the much improved AI taxes servers and whether than impacts server slot numbers.

try playing Leningrad as the Russians with Bots....the enemy will end up in a pile of tanks, jumping around like idiots, getting caught in the barbed wire, as you snipe them off one by one.

The only thing that will ever stop you from winning....the fact that your bots tend to be even worse (-67 points?! how do they accomplish these things?)