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Friends, how would you feel about some fixes to the AI's actions in tactical combat?
actions in combat:
- AI as a computer player
- AI as neutrals and object guards
it would be desirable to make the AI smarter, with some deeper analytical capabilities: so that it waits out a wall of fire, uses single-target spells and removes retaliatory strikes, attacks with all stacks on one target, and much more, instead of just blindly charging and getting exposed, as it often does now.
but then you also need to think about how to avoid bugs and glitches in combat between the AI player and AI neutrals.
and also, so that it doesn't happen that the computer simply doesn't attack and waits until it has more troops than the neutrals.
another important aspect is spells; it would be desirable to remove all restrictions on their use and subject their use to more in-depth analysis.
actions on the map:
the AI computer should have clear priorities, and it is also necessary to determine: whether the entire map is known to the AI or whether there is also terra incognita for it; in any case, many separate and complex algorithms will be needed, since the AI is not capable of improvisation, so everything will have to be set in the order of priority goals...
if we talk about chess analysis, then in this regard, it is easier for a computer to analyze moves and options, since everything is in one plane - the pieces move, each along its own trajectory, and one at a time....
in Heroes, it is necessary to analyze and prioritize: the movements of many AI heroes, i.e., in one turn, many heroes can move and many battles can be fought, which requires analysis and comparison, objects on the map - their visit and capture, then maneuvers on the battle map + spells, and even the construction of objects + the purchase of creatures, i.e., the computer will have to calculate all this.
then the computer will need to somehow program: the construction of chains, the dismissal and hiring of heroes, the reasonable division of the army and its combination with one hero, minimizing losses, using spells, and the timely exploration of the map;
when building all these programs and algorithms, there should be no crashes, glitches, freezes, or errors, and at the same time, the AI should be adequate in complexity and quite beatable, i.e., the difficulty levels will also need to be reworked, because with such a restructuring of the AI's actions, the principle of division into difficulty levels will have to be changed, i.e., it will be necessary to put up barriers somewhere and somehow on the depth and power of all this analysis....
therefore, at the moment, to be honest, I can't imagine how and in what form this will turn out, and how much it will cost those who undertake such a colossal task of reworking and testing the improvement of artificial intelligence
Added 5 minutes ago
All Tournaments are held and will be held in the game as player versus player. If the computer "suddenly" plays better than a person (as in chess), then the game will turn not as it is now, "who got better loot," but into "who got better loot than the computer" - i.e., based on known templates.