I am a huge fan of RTS games and have been disappointed to watch the diminishing reach of this once popular genre.
A few of my colleagues at PWS share my enthusiasm for the genre and we
conducted an informal yet extensive survey of people, who match the profile of
probable Strategy Game players, but were not playing contemporary real time PC
strategy games. (We also collected feedback from disgruntled real time PC
Strategy players).
We
found a lot of consistency in terms of why a large number of players found the
contemporary real time PC strategy game experience dissatisfactory.
Two of the Key Issues are
elaborated here:
Click
Time Build up:
Faster Hand-eye+ Hotkeys
>> Strategy in most real time PC Strategy games today
Most excluded would-be
Strategy gamers don’t have enough time to memorize hotkeys and have to navigate
the game’s often complex UI and the maps etc by scrolling. This
not-surprisingly puts them at a disadvantage against a player using hotkeys as
the time requirement for executing a hotkey is a magnitude faster than
scrolling the map and navigating through UI.
This time lag suffered by
them builds up over time and eventually the player using hotkeys simply has
greater time to think about and respond to events.
Commercial RTS game
AI often cheats to compensate for its lack of sophistication. Tricks of the
trade include map revealing and faster resource gathering. At the same time,
they do not advance our understanding of how to make intelligent decisions.
The following are
key areas faced by AI system in RTS that cause the games to require greater
degree of Micro management from the Player’s part:
Adversarial
planning under uncertainty: Because of huge number of possible actions at any
given time and their microscopic effects in RTS games, agents cannot afford to
think at the game action level. Instead, abstractions of the world state have
to be found that allow programs to conduct forward searches in abstract spaces
and to translate found solutions back into the original state space.
All
high-level decisions in RTS games such as when to hide, when to retreat, where
to scout, and where to extend and attack from strategic position are based on
search in abstract state spaces augmented by beliefs about the world. Because
environment is hostile and dynamic, adversarial real-time planning approaches
need to be investigated. Without this planning ability, human interferences are
needed for micro-management.
This makes the game less enjoyable for fans
of the strategy genre that generally prefer a slower paced thinking game.
Conclusion
With the modern multi-threaded processors, improving AI performance in intensively decision driven games with clever abstractions and algorithms can tackle the above mentioned problems. Players then can concentrate on high-level decisions without being
forced to compete with the World’s fastest mouse virtuosos in terms of speed.
This will result in a larger audience for the genre from amongst strategy enthusiasts who currently shun it.
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