AI:NTAI
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The above images where taken using the first version of NTai, which was v0.2. afterwhich a long tradition arose where new AI's skipped the 0.1 and went straight to 0.2. Some of the major AI's currently released still cannot replicate the ability to infest a map with a heavily packed very large base like this. NTai 0.2 was written in 2 days from scratch in an attempt to prove AF could build a skirmish AI despite everyone saying he couldnt.
NTai is the successor of the ill fated TAI. TAI was ambitious but lacked the necesary expertise to be implemented at the time. The current release of NTai is XE8, which is the equivilant of release n#50.
XE8 boasts a huge featureset, and in addition attempts to accumulate features from rival AI's, for example basic statistical learning from AAI was implemented then expanded upon, as was Dgunning, radar tower placement, and DT rings from OTAI. For example in OTAI if the commander was attacked, it would dgun the attacker. NTai instead dguns enemies onsight instead of waiting for them to attack...
Ntai took a different route form the other AI's, JCAI/AAI/OTAI all used rulesets to govern building choices, in combination with a few other factors. They focused on a globalized approach to construction, whereas NTai took a unit orientated approach selecting what was best for that unit, this worked very well and was used also by the newcoming KAI. What a unit built was then made available to modders along with a vast array of options making NTai much more customisable and powerful.
NTai also took a different approach in how it's systems worked. Whereas the other AI's focused on improving their single globalized sysytems, NTai was focused on hybrid systems, as noted by the 4 different scouting algorithms it contains, which maximises its ability to find the enemy. NTai also adopted the rules based approach and augmented its build queue system with it, allowing for much more flexible and powerful AI.