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Re: Attempting to improve the AI for Proportions 3
The problem with getting the AI to design ships is that the AI will use more than one needed component or won't use the components that are being required.
The AI will always use the largest ship in the list, usually the top one, as it gains access to that design size. Also the AI use of components will differ dramatically over the course of low to high tech game. It is as if the AI wants to be stupid and revels in it. |
Re: Attempting to improve the AI for Proportions 3
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Re: Attempting to improve the AI for Proportions 3
Even the Proportions 2.x AI can at least deploy ships of multiple sizes, and usually do a reasonable job of designing them and so on. The Xi Chung is the AI I tweaked the most in Proportions 2.x. The AI's Oleg made for 2.x are also good (search for "Oleg's AI pack adds three new empires (Size: 1.6 MB)." on my Proportions web page, and JLS also did a good job tweaking the Abbidon (and maybe some others). However, because they don't cheat, and I think also because Proportions requires more thinking and provides more opportunities to do creative and tricky things (as well as some more opportunities to get messed up, etc.), the AI will always be weaker than an experienced human player, and a human will need to limit himself and/or give the AI some kind of advantages in order to have a challenging game.
If I had the time and this was the project I was most interested in, then I would spend the time to mod a decent AI and make some interesting AI cheat options. I know it can be done. The best way I found was to start a game with the AI race I was tweaking, and watch what it did each turn, then make adjustments to the research, build, design and strategy files to make the AI do things, re-load with the AI and make sure they did them, then look for more things to tweak, etc. I actually found it very fun to do (it's like playing the game using the AI files as your UI) and rewarding once it was done, but it also took forever and showed many weaknesses and frustrating issues with the AI. For that much time investment, I have other projects I'd rather devote the time to. PvK |
Re: Attempting to improve the AI for Proportions 3
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The requested URL /pvk/proportions/OlegsProportionsAIs.zip was not found on this server. |
Re: Attempting to improve the AI for Proportions 3
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PvK |
Re: Attempting to improve the AI for Proportions 3
I have played a bit of Proportions Pvk and now that have Se5 I'm playing it
the only thing that is really wrong with it is this Name := Basic Life Support Description := Mechanical means to generate a livable atmosphere on a starship. This system is not built for compactness, or to withstand battle damage, but is less difficult to manufacture. Pic Num := 5 Tonnage Space Taken := 15 Tonnage Structure := 1 Cost Minerals := 100 Cost Organics := 100 Cost Radioactives := 0 Vehicle Type := Ship\Base Supply Amount Used := 0 Restrictions := None General Group := Vehicle Control Family := 3 Roman Numeral := 0 Custom Group := 0 Number of Tech Req := 3 Tech Area Req 1 := Ship Construction Tech Level Req 1 := 4 Tech Area Req 2 := Ship Construction Tech Level Req 2 := 4 Tech Area Req 3 := Ship Construction Tech Level Req 3 := 4 Number of Abilities := 1 Ability 1 Type := Ship Life Support Ability 1 Descr := Contains life support. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Weapon Type := None and a few other things like the shields in the wrong order in the list but thats ok. |
Re: Attempting to improve the AI for Proportions 3
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Started with low tech and medium costs, and probes are nowhere to be seen?? Actually, I can't even see any drone tech at all ... http://forum.shrapnelgames.com/image...s/confused.gif |
Re: Attempting to improve the AI for Proportions 3
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I must have broken them before I posted it then. As I wrote, it needed testing... sigh. Thanks Arralen, I'll investigate... PvK |
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* The extra tech-level requirements are inserted as a hint to the AI that the component is a good version to choose to satisfy a tech level requirement. For the Basic Life Support you list, this is because it's the most efficient version in terms of cost (if not in terms of structure or size). (I think listing the requirement multiple times gets the AI to prefer the component, but I could be wrong or it could have changed due to SE4 patches.) * The mixing of the order in which shields are listed is also intentional and for the AI's benefit. In this case, it causes the AI to upgrade in the order listed. This corrects the AI bug/stupidity where it will replace all strong standard shield generators with Phased Shield Generator Mark I as soon as it is available, even though this isn't generally the best thing to do. PvK |
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