Sorry for the
long description; the important "flight sim" points for O-R-B AI are...
(1)Flight sim mission builders defining number and formation of aircraft from 1 plane up to hundreds of planes.
(2) Flight sim mission builders defining the behavior of AI aircraft. We give an example of hidden AI behavior
not documented in Forgotten Battles manual or readme files. If a single engine AI bomber follows a "normal fly" waypoint, it will drop bombs and attack any enemy aircraft within standard AI engagement range--no matter if the enemy plane is not a threat--even a lowly Fi~153 Storch. However if the AI bomber is following a "ground attack" waypoint then it will ignore any aircraft threats to itself and keep bombs and fly to surface target.
The mission builder should be able to define which of these two types of behavior the AI bomber will follow--with the AI programmers possibly coding a random chance of AI ignoring ordered behavior as in real life ~~> THIS last point is a perfect example of how one may "improve" AI programming.
------------
As Wall Dog points out above, online simming could benefit hugely from this kind of "improved" or "new" AI programming--improved and new for flight sims. But why do we see a contradiction in WallDog who states AI are not needed because offline simming is not needed, but then WallDog posts that AI are needed to "help" online flight simming (which I agree with).
WallDog::
My point must not be clear enough.
Understood
! In this thread we are not talking the same flight sim
language.

You are talking IT Professional language alone. By "improved" AI I mean several things including but also far beyond the "dogfight" AI that captures the entire imagination of some here.
walldog?
WallDog on AI Chess::
The reason I would do this goes to the heart of Lexx Luther's argument regarding better programming for AI. Just what would it take Lexx?
When you consider that chess is exponentially simpler for AI to handle and then consider that to simulate a single 'grand master' level chess player you need the single most powerful computer in the world using every single processor cycle on that one task - without any graphics or sound or anything else - what do you think modern computers can do for flight sim AI?
If the most powerful computer in the world can't simulate a single AI plane that can compete with a really good pilot, how exactly do you expect to fill the skies with them on $400 computers?
WallDog you know very well that Chess AI programming checks all possible future moves for as many future game turns possible given a chosen time limit for the computer, and the number of future moves looked at determines the computer horsepower required. I had a Chess game written in
Fortran on my old Pentium 133MHz computer and it ran great and was
very challenging although it was not the world class champion software of the type developed by IBM for Gary Kasporov that you try to compare with a home computer.
Worse, I don't think flight sim AI is comparable in algorithm to Chess software
(simhq Debate?).
McGonigle::
I’m not so sure if we’re not just projecting our aspirations for future sims on to a new technology.
Yes. WallDog claims to be an "IT professional" and his/her ideas are related to that area of networked computing, not that there is anything wrong with that, but why the desire of "IT Pro" to eliminate private flight simming in one's home?
Today, Online AI aircraft use the same AI programming as offline AI programming (a point missed by WallDog). Online war missions will be created with the same tools as offline missions are created. For WallDog's IT Network flight siming, we need improved AI such as...
Original DOS Flanker 1.0 jet sim of 1994 had heat seeking missiles that were often distracted by the sun--imagine an old 1994 flight sim created for the 486 cpu that could model AI missiles blinded by the sun. Similarly, flight sim AI pilots' vision being effected by the sun will allow humanoid players who are plugged into WallDog's IT Network to bounce the AI from out of the sun--a brutally crucial needed AI gameplay element for prop sims and
especially for World War 1.
I call this "improved" AI programming because Forgotten Battles does not model AI blinded by the sun. Programming this feature would be an improvement for that sim at least. Do the other recent flight sims model AI blinded by the sun? What I DON'T understand is why the needed improvements for AI that would help create popular demand for ever
improving IT Network flight simming is being denied by WallDog.
(*sigh*... more )
WallDog caught practicing Deception @ simhq.com::
The idea that programs must define themselves as either being 'online' or 'offline' is outdated.
Most flight sims define themselves as being online
and offline. An IT-Pro should know about And/Or.
Also, we are talking about flight sims here not "programs" in general. Be very careful simhq.com. WallDog IT-Pro just betrayed a desire to make ALL computer programs IT Network
only.
Why are you trying to confuse people here? This does sound like a Microsoft "IT professional" spokesperson. Very Confusing.
Online play is great
Offline play is great
WallDog IT-Pro will not allow flight simming unless you are plugged into WallDog's IT Network (and presumably paying for the New Privilege of computer flight simming).
Not so confusing after all. :p