What the enemy knows about you What the enemy knows about you posted in Better RTS AI Published May 30, 2025 Advertisement I’m trying to make a contributionto this site.If you’re a driver inside a car you’re only fully aware of things in..."> What the enemy knows about you What the enemy knows about you posted in Better RTS AI Published May 30, 2025 Advertisement I’m trying to make a contributionto this site.If you’re a driver inside a car you’re only fully aware of things in..." /> What the enemy knows about you What the enemy knows about you posted in Better RTS AI Published May 30, 2025 Advertisement I’m trying to make a contributionto this site.If you’re a driver inside a car you’re only fully aware of things in..." />

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What the enemy knows about you

What the enemy knows about you

posted in Better RTS AI

Published May 30, 2025

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I’m trying to make a contributionto this site.If you’re a driver inside a car you’re only fully aware of things in front of you. You have limited awareness about things that are sideways or at the back of your car. This is the reason why you signal if you want to take your car to the left or right even when you are sure there is no one around. You’re aware of your limited awareness and you don’t want to take any risk. 
In a Multiplayer RTS game the player has to scroll the screen to see what is taking place in this or that part of the map. If an enemy unit enters for a second in the los of one of his units and then quickly goes back into the fog, if the player has his screen centered somewhere else he will miss that maneuver and will remain ignorant about the fact that the enemy has updated knowledge about him. An AI player doesn’t have this problem. If all units in the game have the same los   range a unit has to reveal itself if it wants to get some knowledge about the enemy. Because of this the AI player will always know what the enemy unit has observed. I have described and even had a quick implementation of the idea of AI player having a reasonable awareness about his enemy. Basically what it comes down to is a second map with just enemy unit positions that the AI player can refer to when it takes decisions. To get to the idea of “I robot am taking decisions based on what you know about me “ working you would need yet another map this time displaying what the enemy knows about robot, that the robot will refer to.

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#what #enemy #knows #about #you
What the enemy knows about you
What the enemy knows about you posted in Better RTS AI Published May 30, 2025 Advertisement I’m trying to make a contributionto this site.If you’re a driver inside a car you’re only fully aware of things in front of you. You have limited awareness about things that are sideways or at the back of your car. This is the reason why you signal if you want to take your car to the left or right even when you are sure there is no one around. You’re aware of your limited awareness and you don’t want to take any risk.  In a Multiplayer RTS game the player has to scroll the screen to see what is taking place in this or that part of the map. If an enemy unit enters for a second in the los of one of his units and then quickly goes back into the fog, if the player has his screen centered somewhere else he will miss that maneuver and will remain ignorant about the fact that the enemy has updated knowledge about him. An AI player doesn’t have this problem. If all units in the game have the same los   range a unit has to reveal itself if it wants to get some knowledge about the enemy. Because of this the AI player will always know what the enemy unit has observed. I have described and even had a quick implementation of the idea of AI player having a reasonable awareness about his enemy. Basically what it comes down to is a second map with just enemy unit positions that the AI player can refer to when it takes decisions. To get to the idea of “I robot am taking decisions based on what you know about me “ working you would need yet another map this time displaying what the enemy knows about robot, that the robot will refer to. Comments Nobody has left a comment. You can be the first! You must log in to join the conversation. Don't have a GameDev.net account? Sign up! #what #enemy #knows #about #you
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What the enemy knows about you
What the enemy knows about you posted in Better RTS AI Published May 30, 2025 Advertisement I’m trying to make a contribution (if what I’m saying is worth anything at all ) to this site.If you’re a driver inside a car you’re only fully aware of things in front of you. You have limited awareness about things that are sideways or at the back of your car. This is the reason why you signal if you want to take your car to the left or right even when you are sure there is no one around ( people or other cars ). You’re aware of your limited awareness and you don’t want to take any risk.  In a Multiplayer RTS game the player has to scroll the screen to see what is taking place in this or that part of the map. If an enemy unit enters for a second in the los of one of his units and then quickly goes back into the fog, if the player has his screen centered somewhere else he will miss that maneuver and will remain ignorant about the fact that the enemy has updated knowledge about him. An AI player doesn’t have this problem. If all units in the game have the same los   range a unit has to reveal itself if it wants to get some knowledge about the enemy. Because of this the AI player will always know what the enemy unit has observed ( based on where on the map the enemy unit has entered into the los of AI players units). I have described and even had a quick implementation of the idea of AI player having a reasonable awareness about his enemy. Basically what it comes down to is a second map with just enemy unit positions that the AI player can refer to when it takes decisions. To get to the idea of “I robot am taking decisions based on what you know about me “ working you would need yet another map this time displaying what the enemy knows about robot, that the robot will refer to. Comments Nobody has left a comment. You can be the first! You must log in to join the conversation. Don't have a GameDev.net account? Sign up!
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