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notes.md

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Notes

These are based on BattleTech 1.5x -- more work will be done after BattleTech 1.6 is out.

Some Thoughts About Current AI Flaws

  • AI doesn't seem to consider evasion from movement almost at all
    • Evasion pips are vital to light/medium mech survival
    • Maybe add an influence map factor similar to that for guarded
  • AI is very disconnected between Movement and Attack
    • Can decide to move to locations that allow for limited/no attacks
    • Perhaps change the logic in tree to decide if will attack, and maybe if will attack, before doing movement
  • Sensor Locking when it doens't strip any evasion and has LOS
    • Logic for sensor lock seems very complicated and not effective
    • To me, sensor lock decision is..
      • Gain los if hiding or cannot gain LOS this turn
      • Strip 2x evasion pips if 1x strip + the damage from attacks is outweighed, or if that mech is hiding or cannot engage this turn
  • Lance level decisions are effectively nil, this is likely intentional
    • Target coordination would go a long way -- this is all implicit right now
    • Even just changing the order that mechs go in would be a large benefit
  • "Aggressive" moves are straight toward the player's unit
    • Only "defensive" moves use the influence map
    • Does not consider anything other than a straight move
    • Should consider a couple different locations using influence map
  • AI will never wait in positions of advantage
    • Unsure if this should be included, the purpose of the AI is to provide fun
  • Handing of heat is very strange, with "acceptable heat"
    • Simplification of this behavior, maybe acceptable damage/heat for different levels?
  • Coolent Vent logic is only before an attack that would go above "acceptable heat"
    • Most players will use coolent vent on cooldown when the extra heat capacity wouldn't be wasted
  • Any other active abilities are not possible within the current framework of the game

BehaviorNodes that return order infos:

  • BraceNode
  • MechStartUpNode
  • StandNode
  • SensorLockRecordedSensorLockTargetNode
  • MeleeWithHighestPriorityEnemyNode
  • ExecuteStationaryAttackNode
  • ShootAtHighestPriorityEnemyNode
  • MoveAlongRouteNode
  • MoveTowardHighestPriorityMoveCandidateNode
  • MoveInsideEncounterBoundsNode
  • MoveToDestinationNode
  • MoveToStayInsideRegionNode
  • MoveTowardsHighestPriorityEnemyLastSeenLocationNode
  • MoveTowardsHighestPriorityEnemyNode
  • MoveTowardsHighestPriorityMoveCandidateNode
  • ClaimInspirationNode
  • ShootTrainingWeaponsAtTargetNode