Originally Posted by Raghar
That's crazy when I did research AI tends to saturate RAM with low latency random access. It's impossible some AI to put on a cloud.
One simple example is TW unit battle. Imagine one soldiers who needs to decide which other two soldiers he would attack. How long the rest of the program can wait until the network delivers? Low latency for VDSL2 is 110 ms, a cloud far away would have latency 250 - 350 ms including computation.
Well - depends on how you do it. What I had in mind was running AI agents off in the cloud with them interacting with the game on the console mainly in immediate vicinity of the player or even AI work of nearby agents which are latency sensitive downloaded into the console and taken care there and then offloaded into the cloud again once the agent is not in immediate vicinity of the player. So in that example soldier would decide what to do based on feedback it gets from its envirvement, what can he see or detect, what are his standing orders, etc. He does not need to do the decision what he is going to do at high frequency, only when something changes in its environment. When something changes in the envirovement then some modest latency is pretty ok for stuff to feel still sort of natural. for example, solider taking about third of a second to react to incoming fire and hit ground, for example. Trick is to do it so that you are not waiting after AI and if it is important to have immediate AI response it should be done locally, for example, you are firing homing missile you do not want to to get sloppy and fly straight for a second until it figures out what to do.