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Rome: Total War. Mark Maratea CIS588 Winter 05 14 FEB 2005. Game Overview. Rome: Total War is a hybrid real-time tactical (RTT) and turn-based strategy (TBS) game. The game contains 20 factions, 11 distinct cultures, and over 100 types of units, over 10,000 unique battlefields. AI Overview.
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Rome: Total War Mark Maratea CIS588 Winter 05 14 FEB 2005
Game Overview • Rome: Total War is a hybrid real-time tactical (RTT) and turn-based strategy (TBS) game. • The game contains 20 factions, 11 distinct cultures, and over 100 types of units, over 10,000 unique battlefields
AI Overview • Tactical (Combat screen) • Unit deployment, formations • Unit movement, morale, retreat/flee • Each soldiers has its own AI. • Strategic • City Management (Taxes, Buildings, Training) • Diplomacy, Spies, Assassins • Senate missions • Over land unit movement
AI Techniques • Tactical • Culture based rule-based system (expert system) • Flocking • No evident learning • Some Fuzzy logic • Pathfinding
AI Techniques • Strategic • Simple rule based for where to send units, what buildings to build, etc • Possibly some fuzzy logic for which units to train (hard to test) • A* pathfinding (overall very basic terrain)
Tools • No information was available.
Strengths • AI is very fast and scalable – able to simulate over 10,000 individuals in one battle. • Realistic unit actions – units react to their surroundings/situations as you would expect.
Weaknesses • No learning – enemy reacts the same way each time. No tactical innovations. • No long term strategy – enemy will sacrifice long term growth for no reason (ie. makes too many troops in a town, depleting the population.) • Diplomacy makes very little sense. • Tactical pathfinding issues – unit stacking
Assessment • The AI is significantly better than the previous installments (Shogun and Medieval) but still has a way to go. • A learning system would greatly improve the AI’s battle performance and extend the replayability. • Overall, the AI adds to the game’s enjoyment.