Show off – Purchasing, Capturing and AI


As things progress, its hard to capture all changes in a single illustration. So here is a lightning example of two AI players battling over a network (hacktics game mode):

The Hacktics game mode is all about capturing ground which generates more income which allows more expensive units to be purchased. This mode uses the ‘network’ concept such that only continuously connected captured locations generate income. Therefore it is possible to cut through an opponents network and disrupt their income. As you can see, the AI occasionally purchases additional units from one of its construction buildings.

There are 3 units available:

  • Workers which can capture network but not attack
  • Viruses which have a direct attack
  • DDOS which have a range attack

Each unit has a different cost and although not very visible in this video there are 3 different currencies at play. The more expensive units using the rarer currencies. In addition each location generates a different amount of income – the two ‘generator’ locations for example generate a high amount of the rarer resource.

It takes a worker 2 actions to capture a location and the worker has 2 actions per turn. This leads to the ‘ability’ config where each type of ability that any entity can do can have associated ability config – detailing how many action points each ability costs, if it can be used multiple times a turn, if it ends the entities turn etc.

The AI in this scenario acts reasonably intelligently (currently no training has been performed so not bad considering!). It understands the concept of the network and attempts to capture continuous locations in order to expand its income. It also attempts to purchase the most useful units it can given its current wealth. The units also attempt to engage intelligently and cause damage with an aim to get the best attack value while preserving themselves.

Note that each entity in this scenario have direct attacks although other forms of attacks are available which have been experimented with – in particular splash attacks which causes damage to multiple units at a time.


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