I’ve thought about the AI for Gratuitous Space Battles a lot. I have a lot of ideas, some of which I’ll sketch out, and some I’m keeping secret for now.
When I say ‘AI’ I’m being pretty nebulous. I don’t use AI in the trad comp-science limited sense of it. I’m talking about the whole matter of computer-controlled opponents. Who they are, how they are selected etc. Because GSB is a ‘hands-off’ battle game (for now), there is an element of determinism about how the battles work. In other words, if you design a fleet, in theory the AI can design one that it is assured of kicking your ass with.
There are many ways it could do this. The most obvious bruet force method is to randomly design fleets and pick the one that beats yours. Another would be to have some initial ‘seed’ fleets and do a genetic mutation – evolution algorithm to deduce the ultimate fleet against yours.
However, while I want a challenge, I don’t want you to be beaten every time. Plus, the ‘problem-space’ is colossal, way beyond chess, because there are maybe 40 hull designs, maybe 100 ship modules, near infinite combinations of ships and modules, and that’s before ship placement or ship-behavior/instructions. It’s not possible for the AI to beat your fleet using deep-blue style iteration of possibilities.
So there is a good chance the final AI will be some mixture of pre-designed (by me) AI fleets, combiend with an element of letting the AI battle several thousand slightly randomly mutated sample player fleets, and improving on my initial design.
I’m sure everyone has lots of ideas of where else to go with this, such as machine learning, copying player fleets etc. Needless to say, I’m mulling over them all :D