Player's strategy, human behaviors
Posted: 16 Mar 2011 11:26
I'm looking over all AIs but only one I've found (trAIns) is "pretending" a human behavior as a main aim. Of course strategies are human player similar, but after a while it's easy to see things are synthetic.
I am making a research now on an AI which would pretend to be a human player. It does not have to be smart, but at the first sight it should look like a human player. Should not play "massive", create human manageable structures and fleet-sizes. I agree that generally AI aim is to pretend human, but I would like to focus on the human behavior aspects so while playing against you would have difficulties with a distinction.
I would like to define basic human-like behaviors in the game.
Maybe you could give me some ideas for strategies. I know how I'm playing what differs from available AIs, but I would be grateful for any other players’ experiences and suggestions how I could achieve the goal.
You can also describe how you play in an aspects which you think differs you and AIs.
I am making a research now on an AI which would pretend to be a human player. It does not have to be smart, but at the first sight it should look like a human player. Should not play "massive", create human manageable structures and fleet-sizes. I agree that generally AI aim is to pretend human, but I would like to focus on the human behavior aspects so while playing against you would have difficulties with a distinction.
I would like to define basic human-like behaviors in the game.
Maybe you could give me some ideas for strategies. I know how I'm playing what differs from available AIs, but I would be grateful for any other players’ experiences and suggestions how I could achieve the goal.
You can also describe how you play in an aspects which you think differs you and AIs.