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Re: My AI Design Q&A
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Cybersol, what are the thoughts of the new way the AI is hard coded to use Population Transports for the se4 minister change? |
Re: My AI Design Q&A
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I am not aware of minister change you are refering to. Please tell me more about it. I played before 1.84 but I never got into modding the AI or using the ministers before then. I tried to search for more information, but all I found was a vague note in history.txt for 1.82. |
Re: My AI Design Q&A
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I am not aware of minister change you are refering to. Please tell me more about it. I played before 1.84 but I never got into modding the AI or using the ministers before then. I tried to search for more information, but all I found was a vague note in history.txt for 1.82.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Agreed, the Basic maintenance considerations, would probably not be a factor in Medium and especially High AI computer Bonus games as was stated in my Post, just its concern in None to Low bonus games. --- In regards to the loss of AI intimidation in mid to Late AI game play , overall Ship and Base Strength as it relates to score that is directly related to AI Diplomacy and the quality of the AI ship and base in itself. If what has been posted is true, in regards to BUG 3, 3a and 3b. And what you may be suggesting that; If the AI designer were to issue orders for the AI to build massive amounts of Ships earlier then in past designs: Quote:
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[ June 18, 2003, 18:40: Message edited by: JLS ] |
Re: My AI Design Q&A
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name ppi mhal attack 120 2 colonizer 360 1 layer 720 1 attack 60 4 colonizer 180 2 layer 360 1 attack 30 8 colonizer 90 4 layer 180 2 attack 15 16 colonizer 45 8 layer 90 4 Thus it starts out building small numbers of everything in the "right" relative ratios. Then it goes back and build more of everything in the same ratios. The top repeat is designed to handle the no bonus early game case while the bottom repeat is designed to handle the high bonus late game case. Most people do something like this for their most important ships, say attack ships, but not for the entire line of attack, support, infrastructure, and colonizer ships. Now in the exploration and not connected queues at the begging you have the normal build one attack ship, build one colonizer, etc. But after the initial preparations, you again have escalating copies of the heart of the build queue. Does that explain it better? It thus builds very deliberately at first, then an even small number of all your ships, then an even medium number of all your ships, etc. Thus as long as you have resources all the shipyards will be producing full bLast. Only when the maintenance limit approaches will the AI slow down its building process. In a no bonus game it will produce a smaller number of ships and stop in the second doubled copy, but in a high bonus game it might get to the fourth or fifth doubled copy. |
Re: My AI Design Q&A
[quote]Originally posted by cybersol:
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Possibly resulting in a loss of AI intimidation in mid to Late AI game play, and overall Ship and Base Strength as it relates to score that is directly related to AI Diplomacy and the quality of the AI Ship and Base designs built, in that of itself. = === = With this aside, you are not suggesting that a Designer would start his Short Term Defense State in the manner as you described. The objective of the AI Player, in the Short term defensive State; will be to expel the other Player out of his territory as soon as possible and for that AI Player to consider Defensive and Counter Offensive, options; thru a Strategic State Change and/or Diplomacy measures. Colony ships would not be a good early placement in this AI Strategic State. Even, Mine and Sat Layers would not be a good early choice unless they followed Attack Ships with a few STALL entries to increase their survivability. ================================================= Possible early entries for the AI, Vehicle Construction File Layout for the AI Players Short Term Defense: A much higher Attack Ship MHAL should be suggested not to mention *Displacement Attack Ship Grouping to expedite the need for a quick preemptive measure. A few Mine Sweepers /(types) also must be introduced very early if your (minefield value is :=False) , as not to have your AI, suckered into uneeded and continued losses; thru other players Minefields Another possible, less likely to be successful scenario, in the short scope, but safer for your AI. Would be, If your Minefield Value was :=True , then you could build ALL attack ships and CV's first, and ending a preconceived fleet with many Standard Mine Sweepers, at that point your AI Players Offensive Attack Ships will be in near Position to Counter attack or in defensive actions with in, and the AI Players, latest built; Mine Sweepers will attempt to clear the way for the INITIAL Counter Offensive in the enemies terrotory. === = === *Reference: (EE, FF, DD etc..Displacement Attack Ship Grouping. Please refer to PvK’s Proportions, and PvK’s XiChung race Design File of an Excellent if not the best; Displacement Ship Design Group, example.) Link > Proportions for se4 < [ June 18, 2003, 23:24: Message edited by: JLS ] |
Re: My AI Design Q&A
Ah, I see more what you are saying now as well. I guess I'm not as worried about obsolete (old tech) ship designs on the battlefield. If you are at war, then there are two possibility for these obsolete ships. If they survive then your fleets must be strong enough to conquer the opposition without having the latest tech (so it doesn't matter). And if they die, then the resources are free for modern ship designs to start rolling off the line.
As for the example I gave, I was assuming for demostration purposes that only three type of ships existed (which would be a dumb thing to do, but makes the example easier to show). |
Re: My AI Design Q&A
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From “your play testing trials”, and in all aspects of your Posts and the follow-up post of others, it gives the impression that your “ obsolete (old tech) ship designs ” may never make it to a " forward battlefield ". For this reason, that you have declared, only the Newest and Strongest designs in a fragmented fleet will do the forward fighting, as the “ obsolete (old tech) ship designs ” will remain in a Ship Yards "orbit for a very long while"? Please Refer to the Follow up reference: quotes 5 Posts down. = == = The AI Strategic State Planning and Layout is important, I posted the rebuttal only so others may understand that; your choices here, may decide the out come of that AI Players situation. A bad layout in the Short Term State (or many other AI States) may result in a prolonged and time-consuming Solid AI LT-Defense State; spelling the doom of this AI, with little hope for that AI Player changing the fortunes; of the chance for a Counter Offensive. Also to point out the AI State Vehicle Build layout must have strong consideration as to the AI settings; you made for (Ships don't move through minefields := True or False) as well as all the other changes and/or additions you made thru the entire AI Race’s Folder ============== Opinion only, for the need of a structured AI State plan, is outlined below: The most forgiven AI State may be Not Connected. The most flexible AI State may be Secure Holdings and/or Incursion. The most, Strait forward AI State is Prepare to Attack and Attack The most need for a meticulous planed AI State, may be explore and Infrastructure. The most unforgiving AI State is Defend Short Term, Prepare for Defense and Defend Long Term. [ June 19, 2003, 14:55: Message edited by: JLS ] |
Re: My AI Design Q&A
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Luckily AI bugs 3, 3a), and 3b) do not occur all that frequently. I've only seen up to about 5 ships affected simultaneously so far. Quote:
In the meantime, why don't you explain a little more about AI state. You start out in exploration (assuming you are connected). Then encounter another empire. If they are far away, not a threat then you most likely go into infrastucture? If the are close by and maybe a threat then defend (short term)? What other state transitions are possible starting in the exploration state? The reason I ask is because it is important that my AI manage this transition from being alone in the universe to encountering another race, because right now it is very aggressive with colonization in its expansion phase (exploration state). |
Re: My AI Design Q&A
I also have used a few of your Posts to redo a few changes in AIC...
EDIT: If I came off a little scruffy, I had the flue most of Last week http://forum.shrapnelgames.com/images/icons/blush.gif Thanks for this thread, Cybersol http://forum.shrapnelgames.com/images/icons/icon12.gif [ June 21, 2003, 23:36: Message edited by: JLS ] |
Re: My AI Design Q&A
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(Yes) In the very first turn of the game. If the AI Starting HS is void of a warp point and unable to Explore and not a Ancient Race, the AI will Change to the Not Connected State. ~ Quote:
(No) The AI will remain in the Exploration State, if there are more Systems nearby still unexplored ~ Quote:
There is not a (maybe a threat), for the AI. http://forum.shrapnelgames.com/images/icons/icon12.gif Threat would be constituted, if the other Player was not in an (Right Of Passage) Agreement, that Player would be considered the (Enemy) for the sake of this discussion. (Yes) There is an Enemy ship in your AIs Claimed territory… Your AI may Change to Defend Short Term State. (No) If there is an Enemy Near but not in the Claimed Territory, then your AI may go into Infrastructure State ~ Quote:
Again, there are many possible Scenarios that can occur. However, along with the AI Exploration State change in the Scenarios posted above. I would say the most Common would be if: Your AI had an agreement with another Player and Your AI no longer had Systems, reasonably close to Explore, your AI would go into the Infrastructure State. Definitions. AI Exploration Strategic State: This is where the AI; will explore new worlds and seek out new life, and boldly go where no other, AI has gone before. On the serious side, your AI is expected to colonize more in this AI Exploration State and the Secure Holdings State then any other State. However, it is recommended the Designers; AI Colonizer Production, stay within the Parameters of the MOD he, or she is designing for. The finished product, in my opinion. Would be measured not how your AI competes against another AI, but how that AI deals and interacts with a Human Player http://forum.shrapnelgames.com/images/icons/icon12.gif - AI Infrastructure Strategic State: This is where the AI, will build up its Infrastructure, to setup Passive defenses and to Start long term Projects. Example: Non-Offensive Stellar Manipulation devises and other Vehicles that would require a long and extensive build process. - AI Defend Short Term Strategic State: This would be the first stage for the AI Player, to boot the other Enemy player out of his territory and for that AI to analyze its current Status for that current Situation. - AI Not Connected Strategic State: This AI Player has colonized all of its available systems, and this AI player is currently disconnected from other systems in the Quadrant. The basic goal for the AI here is to Research Techs that will Colonize new Planet types, open news Warps, Create new Planets and to stay competitive with its own Ship Designs, so when the Warp is opened; this AI has not opened Pandora’s Box http://forum.shrapnelgames.com/images/icons/icon12.gif [ June 24, 2003, 04:52: Message edited by: JLS ] |
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