1 / 10

Rome: Total War

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.

onawa
Download Presentation

Rome: Total War

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Rome: Total War Mark Maratea CIS588 Winter 05 14 FEB 2005

  2. 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

  3. 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

  4. AI Techniques • Tactical • Culture based rule-based system (expert system) • Flocking • No evident learning • Some Fuzzy logic • Pathfinding

  5. 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)

  6. Tools • No information was available.

  7. 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.

  8. 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

  9. 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.

More Related