Elemental: War of Magic - Development Update - AI Wars
Brad Wardell posts about the difficulties of creating the A.I. for v1.1. According to him the key to the problem is threads which hasn't been used in v1.0:
But there is another way: Threads. Threads allow you to have different things computing concurrently. Even on a single-core machine, threads can make a huge difference. Threads are the reason why Stardock games have historically had such a strong reputation for good AI. The AI can be calculating strategies while the player moves. There can even be background threads that do nothing but look at the game state and set various flags for the AI to act on when the time is right.
Threads are the reason why Galactic Civilizations II was able to have some of its most infamous diplomatic moments such as “So, I see you’re building up quite a fleet there, so let me guess, you’re going to mass up for an attack, take my planet and then sue for peace? Well, sorry but in the meantime, I’ve been putting ships around your ships..”
So why not threads?
Why do games (including Elemental v1.0 and other major strategy games of 2010) not use multithreaded AI? Debugging. If multiple things are touching bits of memory, modifying variables, creating or deleting objects it can be a real pain to coordinate. The bigger the team, ironically, the harder it is to do.
Now that we have Kael to take charge of production, Toby as design implementer and CariElf back as lead developer, I can do for Elemental what I do best: Multithreaded AI development.
Information aboutElemental: War of Magic
SP/MP: Single + MP