Albums |
Screenshots |
Videos |
Communicate |
Friends |
Chalkboard |
Custom AI Creator
This is a discussion on Custom AI Creator within the NCAA Football Wishlist forums.
|
||||||
MLB The Show 24 Review: Another Solid Hit for the Series | |
New Star GP Review: Old-School Arcade Fun | |
Where Are Our College Basketball Video Game Rumors? |
|
Thread Tools |
11-03-2011, 03:09 PM | #1 |
Banned
|
Custom AI Creator
Allow me to take a break from this paper I've been writing all day to think up something that probably won't be implemented, but would be awesome nonetheless:
Custom AI Creator Purpose: To replace the rather crappy stock AI that ships with the game and allow players to custom-tailor the CPU AI to their liking. Description: A powerful editor in the game that allows users to create complex AIs that call plays based on certain conditions. Users would be able to name and upload these AIs for other users to download. Once downloaded, a player could set teams to use certain AIs by default (i.e. set "Bob123's Auburn Defense v1.3" as the default defensive script for Auburn). Uses: - Create a "smarter" AI engine than comes with the game to create the ultimate player vs. CPU experience - Accurately simulate a particular team's offense/defense/ST - Accurately simulate a particular style of offense/defense/ST - Accurately simulate a particular coach's style of offense/defense/ST Design: The AI designer would group everything into "conditions" and "actions" - basically a particular context, and what to do in that context. Here would be a basic condition for offense:
Now obviously if an AI were that simple and punted on every 4th down, it would be stupid. So, these conditions would further be divided into different levels of sub-conditions. For example:
Continuing on with the 4th down example, we can also add in probabilities, so there is a chance of doing different things:
Now add in some more conditions and we are getting more complex:
Now you can see it is starting to look like an AI. This 4th down example is rather simple, but you can see how the designer would work. You might be thinking at this point, what about variety? I don't want the CPU to call the same play every time in the same situation! Here's where "play groups" come into play(no pun intended). Take a look at this situation:
Obviously we don't want the playcalling to be that simple. So we group similar plays into "play groups." These are edited in another menu (i.e. press LB to bring this menu up). These plays also have a particular percentage chance of getting called within that group: Play group: Power running Plays: HB dive (10%), HB Power O (10%), HB Power O Wk (5%), HB off tackle (8%), etc... Play group: Short pass Plays: Bench (5%), quick slants (9%), etc... Play group: Deep pass Plays: 4 verts (6%), etc... So now going back to the 3rd down situation above, it would look something like this:
Add in some more complexity:
You can see where I'm going. These are very simple examples and obviously the real thing would have to depend on a lot more conditions, such as: -Opponent formation - Your tendency on 1st down earlier in the game (or 2nd down, or 3rd, etc) - Opponent tendency on 1st down earlier in the game (or 2nd down, or 3rd, etc) - Average yards gained when calling X earlier in the game - Average yards gained when opponent called X earlier in the game - Number of times ran play group X earlier in the game - What plays you ran in the same situation earlier in the game - What plays you ran out of formation X earlier in the game - etc... If there were a system like this, the possibilities would be ENDLESS. While my examples were for offense, it would include defense and special teams, too. Just think, you could make custom AIs to simulate Nick Saban's defense, Boise State's crazy offense trickeration, Georgia Tech's option offense, a generic Big 12 spread offense, or just a general-purpose, smart AI for all-around play. The CPU could play to your tendencies, and try to outsmart you too. It could set you up with tendencies, and then break them. It could evaluate what works and adjust its gameplan to it. It could be, in a word, SMART! Now that you have read this, let me ask you: if you were playing against (insert your rival's team here) in your dynasty, would you rather play against that opponent using the same stock AI that comes packaged with the game year after year that every team uses, or would you rather play against that opponent with it using defensive and offensive AI scripts that were painstakingly designed by somebody who spent hours crafting the AI until it could achieve the most awesome, realistic simulation possible, that accurately recreated that team's O coordinator and D coordinator and general coaching philosophy? The answer is obvious. Last edited by psychicDB; 11-03-2011 at 04:11 PM. |
Advertisements - Register to remove | ||
|
11-03-2011, 03:16 PM | #2 |
Hall Of Fame
|
Re: Custom AI Creator
Sure, sign me up.
Seems like it would be rather easily to implement......But then again, so do working sliders and FG logic on Heisman, etc, etc
__________________
Chalepa Ta Kala..... |
11-03-2011, 03:29 PM | #3 |
Rookie
|
Wow! I really like this idea, it would be awesome to be able to make a AI very similar to Bama's, too bad EA would never implement this, and If they did they'd probably screw it up like custom playbooks this year
|
11-07-2011, 03:29 PM | #4 |
Pro
|
Re: Custom AI Creator
The new rugby challenge game has something similar to what I think you are talking about. You can edit teams tactics. Here is a video which shows what I mean, is this the sort of thing you mean? Obviously it'd be changed for football tactics. I don't know how to embed on this forum so I'll just link it.
www.youtube.com/watch?v=35_Xuk2wgH4 Its near the end of the video about 3.28 Last edited by MattyEdgeworth; 11-08-2011 at 12:48 PM. |
«
Previous Thread
|
Next Thread
»
«
Operation Sports Forums
> Football
> EA Sports College Football and NCAA Football
> NCAA Football Wishlist
»
Thread Tools | |
|
|
All times are GMT -4. The time now is 03:35 AM.
Top -
|