Economy and AI
This page will contain descriptions of the economy and AI, which should be helpful in exterting control over the economy in long term games.
Pilot AI Overview
The concept of a Pilot in Hardwar covers more than just the flying aspect - the player is a Pilot, and the Pilot AI must fulfil exactly the same role, from deciding what to buy to dodging incoming missiles. They also interface to the game in the same way as the player - Hardwar translates the various inputs (keyboard, mouse, joystick) into a set of control information identical to that produced by the AI.
Several layers of logic work independently but in harmony (most of the time!) to generate these imaginary keyboard presses and joystick movements produced by an AI Pilot. These can be grouped into:
- The flight layer - active only when the Pilot is airborne and at the controls of a Moth
- The actions layer - a queue of actions the pilot intends to take, with various rule for management and insertion
- The decision layer - oversees the flight layer and the external world, and based the status (e.g. wealth, equipment, mood) of the Pilot makes adjustments to the queue in the actions layer (inserting/appending new goals, reprioritising, etc.)