Original Post
What sorts of game design mechanics can one use to minimize reliance on AI in a strategy game? You've probably heard of game projects which crashed and burned due to AI issues and played your share of games with AI that simply fails to measure up. What game rules / mechanics can you use to eliminate the need for much beyond rudimentary AI? It strikes me that what you really need to consider are the choices the player will want to make surrounding a given situation. If you lack a reasoning opponent, you may have to substitute randomness, arbitrary constraints and a host of conditional rules (which ironically may actually be more brittle that AI programming!) More specifically, I've been thinking about the game design hole I've dug for myself in wanting to allow players to take on a wide variety of roles, from mobster to captain of industry. One way I saw that this might be possible was to have a map abstract enough so that movement and specific positioning (such as lines of supply or kill zones) was mostly non-existent or vaguely represented. The game would need to rely on possible permutations of rules to achieve any depth. If there was no "move troops behind lines to take HQ" then there'd have to be rules such as "HQs cannot be attacked unless combat strength was 2x the defender." This is boring by itself, so whatever process getting combat strength up was would have to be interesting and it would be crucial that this not be the ONLY rule for victory. Taking this approach, you'd lose flexibility but sidestep really tough issues like trying to detect patterns in player behavior or involving positions on the board (especially future ones like imminent envelopment). You might also depict a wider variety of strategic situations. Bank Heist / Prisoner Rescue / Surprise Bombing Raid How many threats do I face? Where are they concentrated? What stops them from all massing against me? What tactics can I use? (Stealth + Surprise, Hit and Run, Siege) What does tactic X, Y or Z gain me? How might they counter tactic X, Y or Z? What do these tactics cost, both short term and long term? How can this situation morph into another (e.g., calling for backup / reinforcements)? Do you think it would provide a decent amount of strategic complexity if these elements were presented to you in the form of 1) Overall plans and 2) Potential interrupts once a plan was in progress? For instance, a bank heist, prisoner rescue or surprise raid might involve identifying the number of defenders. Without specifying individual position, we could portray this abstractly, such as "concentrated," "dug in" or "scattered." Some resource (like time/turns) could then identify how long it takes for the threat we face to morph into a different kind of threat-- for instance representing how long it takes for every defender to mobilize/mass against us. Tactics then could help control this, and defender states might be represented as a series of category values. If we had attack and defense stats, maybe attacker and defender lose their defense stats when we employ "Blitz" whereas maybe a long range attack exposes us to less damage but costs far more time. It might be possible to work out the abstract basics for a wide variety of situations then layer and balance from there. Might it even be possible to do with a strategic map all together? Thoughts?