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Sim-Mania
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 Post Posted: Sat Aug 07, 2004 10:04 pm    Post subject:
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I just wanted to know how fleets were able to travel between places in Horizan. The star lanes in moo3 added a new dimension to the strategy of the game for defense and attack. However reading an earlier post by Zaimat who said, 'fleets could be intercepted before reaching their destination'. Therefore I was wondering if, instead of star lanes, Horizan used like a grid system for travel?



One other game-play concern. in most games, the larger the empire, the faster it can research new technology, which tends to scew the game slightly. Is this going to be the case in Horizan, or are you implementing game features, that say, allow a small empire to keep up in technology (if the empire concentrates their efforts on research), in order to balance the game?
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Sobriquet
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 Post Posted: Sat Aug 07, 2004 10:04 pm    Post subject:
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[Quote=Zaimat]4) Evolving AI [/Quote]

Please, do go one. Are you suggesting an in-game AI that learns as it playes. This is a monumental challange, one I'd love to see implemented. Could you get a little more detailed?
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Ravana
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 Post Posted: Sat Aug 07, 2004 10:04 pm    Post subject:
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[Zaimat]3) Overall simple yet hard to master Game design philosophy (think of chess)


This is a far more loaded comment then I think we have realised. I'd love to know what you guys came up with when you were discussing this one. Smile
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RobHuntingdon
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 Post Posted: Sat Aug 07, 2004 10:04 pm    Post subject:
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Randomness doesn't seem that hard. Oh, there are complexities, including getting truly random data... and assigning proper results to the random rolls... etc. But it's something I think I understand well enough.

But I really would appreciate some more details on #2 and #3. A learning AI seems cool but somehow I don't think that's a concept I'm going to wrap my brain around without a lot of help... so lets start with something I think I can understand! Very Happy
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Zaimat
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 Post Posted: Sat Aug 07, 2004 10:04 pm    Post subject:
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With regards to #2 and #3 they are connected:

As implied with #2 allowing the player to customize a race, design their own ships, chose which techs to research or how to build a taskforce or colony can all enhance repeated gameplay as they are major components of the game in control by the player (or should be).

But all this has to work with #3, if any one of those is too powerful on it's own it has the effect of being easily discovered by the player and is taken out of the equation (doesn't fit in with hard to master), we want player choices to develop a larger strategy that in a given randomly generated game work but are not apparent immediately.

The other issue is to keep it simple, in order for the player to not get bogged down things have to be kept relatively simple (see straight-forward) and fun. Some games choose to add a governor, now I have no problem adding a governor if it enhances gameplay (serve some cool function and allowing you to sack him if not content with his performance) but if it's to make decisions instead of the player because it's too repetitive or complex then that's a design flaw imo.

Chess is an amazing game, you have pieces that have simple moves and every move you make has a consequence and is part of a larger strategy that may or may not work in any given game. Obviously things are a lot more complicated within a game like Horizon but I believe striving for a similar design is important.

#4 Evolving AI, this doesn't have to be complicated and the goal for such a thing is for the AI to adapt as the game is progressing as much as possible. Not keep repeating the same thing if it's not working. This can be done with simple methods or more complex algorithms (such as genetic algorithms). We want the AI to try new or different combination of things out of what it's programmed to do.[edited]
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Sobriquet
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 Post Posted: Sat Aug 07, 2004 10:04 pm    Post subject:
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[Zaimat] We want the AI to try new or different combination of things out of what it's programmed to do.


I like everything you've said, but this intrigues me the most. I am reading (hoping) for a subtle difference from current designs. Am I correct in guessing that you want to allow the computer's in-game strategic AI to advance by a process of evolution rather than just straight-forward upgrading as new technologies, planets, or diplomatic situations unfold?

Does this mean that the old formula of bigger and better may not be the guaranteed win it usually is?
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Ravana
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 Post Posted: Sat Aug 07, 2004 10:04 pm    Post subject:
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[Sobriquet]
Quote:
[Zaimat] We want the AI to try new or different combination of things out of what it's programmed to do.


I like everything you've said, but this intrigues me the most. I am reading (hoping) for a subtle difference from current designs. Am I correct in guessing that you want to allow the computer's in-game strategic AI to advance by a process of evolution rather than just straight-forward upgrading as new technologies, planets, or diplomatic situations unfold?


Hopefully, yes. Modern AI theory revolves around evolutionary principles derived from the study of nature. With advances in the standard desktop PC, programmers have more leeway with which to build algorithms. The upshot of which, is that although they are still finite-state, they can be expected to calculate far more variables then previously. The capacity to "learn" is thus greater.

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[Sobriquet]Does this mean that the old formula of bigger and better may not be the guaranteed win it usually is?


Hopefully yes again, as I'm sure we're all fed up with massed-fleet slugfests as the "final solution". Smile
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Zaimat
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 Post Posted: Sat Aug 07, 2004 10:04 pm    Post subject:
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[Sobriquet] Am I correct in guessing that you want to allow the computer's in-game strategic AI to advance by a process of evolution rather than just straight-forward upgrading as new technologies, planets, or diplomatic situations unfold?

Does this mean that the old formula of bigger and better may not be the guaranteed win it usually is?


Well I think bigger and better will always be part of the equation afterall research and production capacity are important parts of an empire game. But if we can make it so at times an equal or slightly inferior but smart AI can hold it's own or even win by doing something different to surprise the player, that is what we are striving for.

Basically what I want when playing is the AI to adapt it's strategy (in part) if it deems it's not working. This is no easy task and I suspect at times it will fail or adapt poorly but so long as it's 'trying' that is progress, not unlike human players!

Quote:
[RAVANA]Hopefully yes again, as I'm sure we're all fed up with massed-fleet slugfests as the "final solution".


It's early but I plan to make sure this does not happen, we have put 'controls' to allow advantages to a more mobile taskforce having advantages as well as the cost of maintaining a large number of ships. Not to mention as I've said before, space is BIG in horizon. The larger your empire grows, the more territory you will need to secure. It will be a HUGE risk to bring most of your ships together for one single armada.[edited]
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 Post Posted: Sat Aug 07, 2004 10:04 pm    Post subject:
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[Zaimat]But if we can make it so at times an equal or slightly inferior but smart AI can hold it's own or even win by doing something different to surprise the player, that is what we are striving for.


Cool   Cool

Quote:
[Zaimat]Basically what I want when playing is the AI to adapt it's strategy (in part) if it deems it's not working. This is no easy task and I suspect at times it will fail or adapt poorly but so long as it's 'trying' that is progress, not unlike human players!


and Cool Cool

Quote:
[RAVANA]Hopefully yes again, as I'm sure we're all fed up with massed-fleet slugfests as the "final solution".


It's early but I plan to make sure this does not happen, we have put 'controls' to allow advantages to a more mobile taskforce having advantages as well as the cost of maintaining a large number of ships. Not to mention as I've said before, space is BIG in horizon. The larger your empire grows, the more territory you will need to secure. It will be a HUGE risk to bring most of your ships together for one single armada.[/QUOTE]

and finally more Cool Cool Cool

It really sounds like you guys are trying to take the path least travelled. Keep on keepin' on!
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Ravana
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 Post Posted: Sat Aug 07, 2004 10:04 pm    Post subject:
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We can see a change in conventional thinking by having the AI choose options that we don't normally see.

An obvious example (as outlined above) is the anomaly of the group fleet. Whilst this is away, hop, skipping and jumping all over the galaxy, all of that empire's planets are being conquered! There is no attempt to retain the planets they already own which is ridiculous. I suspect this will not happen in Horizon as Zaimat has already said.

Quote:
[Zaimat]we have put 'controls' to allow advantages to a more mobile taskforce having advantages as well as the cost of maintaining a large number of ships


This should help reduce the number of ships per fleet. MoO2 allowed us to run massive Doom Star fleets, which were periodically "thinned" as the money ran out. This still left me with a huge force with which to run amok.

Besides this, most games have a "nearest is best" approach to planetary targets. They never seem to attack the least defended, or the most profitable. Suddenly finding most of your ship production facilities under enemy control is a real downer! Thoughtful, and logical choice of targets would greatly enhance the deadly nature of combat. Also, variances in tech, and NPC concept would lead to differences in choice, as would the length of time an empire had been "discovered". If you have been at war for some time, that empire may have a particular knowledge/reason/need to capture or eliminate certain (key) targets. Those should be targeted in preference rather then the nearest outpost.

The effective use of diplomacy and espionage have to have logical (verifiable) targets and results. Most games seem to adopt a random approach to the topic, which doesn't appear to have rhyme or reason with regards to the tactical/strategic situation at the moment.

Also, are the alien races likely to have a "disposition" or trend in their thinking? If so, it could be surmised that they are more likely to work with certain races which share a similar outlook. Logical use of this would allow alliances and coalitions to form based on real needs or goals rather than (what seems) random bases.

Empire expansion could/should be made to exploit the available resources, to muscle out a potential rival, to gain strategic advantage, or just to gather a new world for the empire. However, such choices should be made logically so that a militarily inferior empire won't provoke it's stronger nature just to grab a planet. It would seek to colonise as near to it's border as possible, but away from potential trouble.

Fleet upgrades (and static defences if we have them) should be as upgraded as frequently as the player's own ships.

That should keep us on our toes. Smile
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 Post Posted: Sat Aug 07, 2004 10:04 pm    Post subject:
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[Ravana] The effective use of diplomacy and espionage have to have logical (verifiable) <i.e. quantifiable> targets and results. Most games seem to adopt a random approach to the topic, which doesn't appear to have rhyme or reason with regards to the tactical/strategic situation at the moment.                 italics mine




This is one of the areas we hope will get special attention by the devs. Too often diplomacy and espionage are just 'add-ons' with minimal strategic importance.

Quote:
[Ravana]Also, are the alien races likely to have a "disposition" or trend in their thinking?


And if so, could you make it random. This way the player would not know from one game to the next how races will react towards each other. Might help towards the 'randomness' we discussed earlier.
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Zaimat
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 Post Posted: Sat Aug 07, 2004 10:04 pm    Post subject:
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What we have done is give each race a list of possible choices in terms of their disposition/nature which is randomly selected at the start of each new game. These choices are part of the type of race they are (race specific) but at the same time allow the race to play differently.
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Ravana
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 Post Posted: Sat Aug 07, 2004 10:04 pm    Post subject:
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[Zaimat]Practically speaking we are doing all of the above, to different degrees. If you want to talk more on something in specific I will try to give more details.


I think we're all interested enough in games design to say yes to this one Zaimat. Smile
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Zaimat
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 Post Posted: Sat Aug 07, 2004 10:04 pm    Post subject:
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[RobHuntingdon] How do you prevent a game from being boring after playing four or five dozen times? Aside from the fact that dissing the powers-that-be can be deadly, how do you prevent the player from finding and exploiting holes in the AI that keep them safe from all harm (or whatever)?


Good question. I think there are two issues here. One is a game getting boring because it's too predictable or un-challenging after repeated playing. The other is exploitation of the AI weaknesses.

Regarding the first, off the top of my head:

1) Randomness (in events, with AI decision making, starting positions/levels, etc)
2) Customization (of races, ship design, taskforces, research tree)
3) Overall simple yet hard to master Game design philosophy (think of chess)
4) Evolving AI

Regarding the second issue AI exploitation, this one is harder, requires a lot of testing (in-house) but also feedback from a large amount of players and continuous support.. By this I mean once you identify a problem area even after sales and you release a new version (patch).

Practically speaking we are doing all of the above, to different degrees. If you want to talk more on something in specific I will try to give more details.
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Zaimat
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 Post Posted: Sat Aug 07, 2004 10:04 pm    Post subject:
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[Sim-Mania] I just wanted to know how fleets were able to travel between places in Horizon. <SNIP>Therefore I was wondering if, instead of star lanes, Horizon used like a grid system for travel?


The galaxy is divided into sectors, think of it as a grid yes.

On the galaxy map, you see ships or fleet movement sector by sector. When you switch to sector view (or tactical view) you see your ships moving in the part of sector they are at, rect by rect. Think of rects as the smallest step a ship can take which is 20x20 pixels on your screen and the sector is 19 screens wide. Wink

This allows for open-space strategy and combat.

Quote:
[Sim-Mania]
One other game-play concern. in most games, the larger the empire, the faster it can research new technology, which tends to scew the game slightly. Is this going to be the case in Horizan, or are you implementing game features, that say, allow a small empire to keep up in technology (if the empire concentrates their efforts on research), in order to balance the game?


Most definately. An empire that focuses on expansion will sacrifice their limited resources (money primarily) in technology, agriculture, trade, etc.

In Horizon developing colonies is very costly in time and resources (just like in real). It takes a lot of game time to bring a colony to a point where it starts to give dividends back.

Colonizing requires a certain amount of investment, now just to maintain those colonies afterwards will drain your treasury let alone to grow them to become worthwhile. If you colonize too many at once, they will just drain you leaving you with very little or no 'money' for a very long time.

I've talked about this in another thread as well if you want to check further..[edited]
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Ravana
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 Post Posted: Sat Aug 07, 2004 10:04 pm    Post subject:
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So will fleet movement occur by a process similar to MoO's in that the type of ship equipment will delimit the distance a unit can reach? Or is it more of an ephemeral measurement?

If we can "ambush" units, the relative fleet speed of the units involved is important.

In a similar vein, how "long" would it take to go from one system to another? That is to say, if I decide to conduct a hit-and-run campaign designed to slow down the enemy, allowing me time to bolster static defenses on my key planets, would it buy me the requisite amount of time/turns to complete my defenses?

Apropos to this, will we have attrition units? Fighters and bombers are a good example; the sort of unit which is ideal for such action, with strike carriers making ideal ambush vehicles. Hide them in nebulae or asteroid fields and watch the supply convoys burn!

(If anybody's played SFB/F&E they'll know what I mean.)
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Zaimat
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 Post Posted: Sat Aug 07, 2004 10:04 pm    Post subject:
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[Ravana] So will fleet movement occur by a process similar to MoO's in that the type of ship equipment will delimit the distance a unit can reach? Or is it more of an ephemeral measurement?


Normal ship movement is based on engine speed. Every round a ship can move to the limit set by it modified by available power. There is no distance limitation, you can go to the edge of the galaxy with your starter engines, it'll just take you a while.

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[Ravana]
In a similar vein, how "long" would it take to go from one system to another? That is to say, if I decide to conduct a hit-and-run campaign designed to slow down the enemy, allowing me time to bolster static defenses on my key planets, would it buy me the requisite amount of time/turns to complete my defenses?


Depending on engine speed and level, with current settings (subject to change) a ship can take a turn or two to cross one sector. (Each sector can only contain one star system).

There will be other methods of 'faster' travel such as stargates, wormholes and other, but I won't talk about them for now as we've not pinned down their functionality.

Quote:
[Ravana]
Apropos to this, will we have attrition units? Fighters and bombers are a good example; the sort of unit which is ideal for such action, with strike carriers making ideal ambush vehicles. Hide them in nebulae or asteroid fields and watch the supply convoys burn!

(If anybody's played SFB/F&E they'll know what I mean.)


You get to design your ships, you can have bombers, fighters and capital ships. With each equipped to handle different types of battles or roles. The AI for example makes use of different ship designs for escorting duties, bombers, scouts, capital ships, etc.
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Ravana
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 Post Posted: Sat Aug 07, 2004 10:04 pm    Post subject:
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Thanks for that Zaimat.

Would you be able to clarify "ambushing" for us? This is a fascinating idea, and I'm interested in the viable use of the terrain we encounter in a sector.

In addition, if a map sector equates to a system, will we see disparate types of terrain in that area e.g. the Kuiper Belt in our own fair solar system?

EDIT:

Quote:
[Zaimat]
There will be other methods of 'faster' travel such as stargates, wormholes and other, but I won't talk about them for now as we've not pinned down their functionality.


Almost forgot this Zaimat. Wink Would you be able to tell us if we can develop super-luminal travel (?) methods in the Human research tree? Think of the strategic possibilities![edited]
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 Post Posted: Sat Aug 07, 2004 10:04 pm    Post subject:
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@ Ravana,

Are you an astro-engineer or just addicted to space games Wink

Great job on the questions!! Keep 'em comin!   Cool
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Ravana
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 Post Posted: Sat Aug 07, 2004 10:04 pm    Post subject:
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Thank you Sobriquet, but the answer is firmly in the "addicted to space games" section. I'm no engineer.

All I'm really doing is calling up a host of ideas, gripes, complaints, suggestions, parking tickets, research notes, wish lists, requests, loves, wants, needs etc. from every space game you've ever played.

If we all thought about it, I guess we could all think up loads of ideas or changes to things we already like. Who hasn't played a game and thought:

"I love this/these element (-s) in the game...I would have preferred it if it worked this way..."

After a while, all that detritus builds up and you have a wealth of ideas or suggestions to annoy your local, friendly Canadian games designer with!
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