3 |
A
good
AI
is
designed
to
win
the
game,
not
just
to
emulate
player
behaviour.
Because
RTS
AIs
are
difficult
to
design
in
a
way
that
wins
the
game
using
finesse,
the
best
way
to
go
about
it
in
rts
or
4x
is
(
where
applicable)
design
for
indefinite
snowballing
of
economy
and
attack
strength.
|
3 |
A
good
AI
is
designed
to
win
the
game,
not
just
to
emulate
player
behaviour.
Because
RTS/4x
AIs
are
difficult
to
design
in
a
way
that
wins
the
game
using
finesse,
the
best
way
to
go
about
it
in
rts
or
4x
is
(
where
applicable)
design
for
indefinite
snowballing
of
economy
and
attack
strength.
|