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Were you familiar with my modding site RA2Factory?
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Yes! I downloaded a lot of shps voxels and map packs from your site! I think it was the beginning of 2000s? Anyway, a very delayed thank you!
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You are awesome, thank you for being such a magical part of my childhood
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Huh. You know, I wonder. The API provided to AI scripts must have enough info for limited strategies, but I've never seen what's what. You have.

What are the possibilities for just giving Claude that each turn. Yes, insane over kill, but in a couple of years Claude level AI will run locally on laptops...

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I'm really not sure about the timelines, but I can easily speak to the state of things for today: LLMs are very wasteful and slow for real-time decisions. The "thinking" ones have no chance and if you disable thinking, they really struggle with querying the context with the right calls. For the once in a moonshot scenarios that they have enough context and ample time to react, they are great!

Developing AI scripts, however? They are crazy good! I try to re-balance the game to give a little edge to the humans, then it takes a single iteration for your not-even-sota LLM to destroy me. I mean I'm not the fastest RTS player but for the lack of skill, I have the advantage of being the designer of the game :)

About the RA2 AI scripts: You can react to enemy faction, composition etc. but it's impossible to program it to pull back its tesla tanks when they are under threat from a bunch of rocketeers. Those things are hard-coded in the game engine. I think the only exception was the DeeZire mod which patched the game exe, if I'm not hallucinating.

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