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AI Questions
It seems like there may be many spells and actions which are pointless against AI players.
I've never noticed any rhyme or reason in the locations of AI armies. With a player, if he has 500 troops in a province, he probably has 500 troops the following turn as well. He may move them to a nearby land, he may split them up and send them in different directions. He may attack or be attacked. The troops and characters may be killed or otherwise affected by spells or events, but they're all accounted for. With the AI it seems very different. He may have a huge army in a province one turn, the next turn it vanishes. Where did it go? I wonder, is there any real benefit to assassinating AI characters, Horror marking them, etc? Does a spell like Wrath of God serve any purpose in an SP game? What's the consensus of the experienced players? |
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AI troops and commanders are accounted for, they just move often without any notable purpose. Spamming assassin spells on AI armies is actually a quite effective way to shut them down, they just don't know how to deal with it (in fact the AI is not really reactive in much of any way).
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Wrath of God is useful during any type of game... anyone on the receiving end quickly feels its pain even when far far away from its owners dominion. I usually avoid casting Wrath of God during SP games because it provides the human player too much of an advantage. Quote:
Specific spells need to be banned as well since they provide too great of an advantage for human players. The spells I have banned for my SP games are Ghost Riders, Send Horror, Flames from the Sky, and Wish. |
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Thats kindof unfair. The AI does have strategy. If you look at the logs it does quite abit of thinking. The biggest problem with it is that it only has one strategy which it uses for every nation being played in every manner. So I have always said that scripted AIs would be great. But it looks like we wont be getting it in Dominions.
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What does it matter what's in the logs? The real test of a single player AI is how it comes across to a human being - if it 'tricks' you into thinking its smart or beats you without you seeing that it's cheating, that's far more impressive than a log output which shows how much it 'thinks'.
From casual observation, the AI hasn't shown me anything beyond basic "move army into enemy province" behaviour. It could have taken a huge number of things into consideration in the process of behaving that way or it could have been a simple bit of code: the end result is the same. Beyond the basics it appears to build, move and generally do stuff pretty much at random. People like to say "Oh but dom3 is so complex, the AI is amazing when you consider that". Tell me, what complexity is the strategic AI actually getting into in dom3? It builds and equips items seemingly at random. It researches at random. It recruits at random. It doesn't matter how much there is to do in dom3 if the AI either flat out doesn't do them, or does them at random. Note I'm not complaining about the tactical or battlefield AI, because that's fine. It has problems, sure, but it doesn't come across as sack full of hammers dumb like the strategic AI. |
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Then say that it sucks!
Its less insulting than saying that the AI has no strategies at all. At least "sucks" is an opinion. Not stating as a fact that no effort was made. OK the ****ing AI SUCKS IT SUCKS IT SUCKS IT SUCKS. (against any player that has played more than a few dozen games against it or read the forum telling you how to beat it). Next round? |
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Don't act like I'm kicking your wife in the teeth.
If you need more than a few /dozen/ games practice or some recycled exploit from the forums to beat the AI, I can only conclude that you're the one who sucks :] I beat the AI first game, on normal. I moved to impossible. Found it very easily beaten, not with exploits or bless rushes, but simply with PD and sensible use of troops, not throwing them piecemeal into a meat grinder. Now I stale for 4 turns or so at the start of a game and set the AIs scales etc up myself to avoid it going for misfortune turmoil death and some insane useless bless. I still have plenty of fun with SP, but the AI continues to suck some of the enjoyment out of it with its 'strategy'. I should point out here that I'm not even any good at dom3 or any other strategy game like it. |
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I agreed that it sucked.
I dont know of any AI that doesnt suck against some one who has played enough games to know the game. But it does have features that can be worked with to improve it. Since we arent going to get extensive rewrites we might as well work with those or toss all of it. |
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The Dom AI is just throwing hordes of troops at you, so the only thing you have to do to win is to keep the attrition low for you by buying high PD and only high end troops who dont die in a battle.
I think it would be a major improvement for the AI, if she would remember that she attacked a province with 100 units before and that she was defeated so that she would take 200 units the next time. (Or even simpler, that the AI just attacks only every second turn, so the invading armies would be twice as strong) |
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heehee. Backed down again.
We do not have any more problem with G now that Somber is moderating him. |
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The current AI has no strategies for blesses = TRUE The current AI has no strategies for supercombatants = TRUE The current AI has no strategies for the death arena = TRUE The current AI has no strategies for the trading = TRUE The current AI has no strategies for diplomacy = TRUE The current AI has no strategies for the food supply = TRUE Quote:
Overall the AI is still good for two developers. Quote:
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The current AI has no strategies for blesses = TRUE
probably true The current AI has no strategies for supercombatants = TRUE wrong The current AI has no strategies for the death arena = TRUE wrong The current AI has no strategies for the trading = TRUE] true The current AI has no strategies for diplomacy = TRUE true The current AI has no strategies for the food supply = TRUE wrong and wishing for a #startspell is a little bit more likely than wishing for scripted AI but its still not as good an effort as using the AI's abilities better. |
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Just because the AI is able to participate with the death arena does NOT make it a strategy! Quote:
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Good grief. Listen to _yourself_, people.
The way Jedi and Gandalf are arguing will clearly go nowhere. Step back, think it over, and approach it again with a plan, or step away from the keyboard. |
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And the AI obviously takes food supply in consideration when it builds armies and sends them out. Ive rarely seen it starve its armies unless its been forced back into it. Your evidence is that the single-minded AI strategy is easily beaten by human players. Not that it doesnt exist. You are complaining that a 10-line strategy should be a hundred-line strategy. Quote:
You didnt get my point. The #startspell MIGHT be something we MIGHT see fixed. The AI is awfully unlikely. Sing the song over and over if you want but I will look to fixable areas. There are ways to improve the AI that do not involve waiting on the devs, and I have laid them out often enough. |
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I've never seen the AI consider supplies. It marches huge armies through multiple wasteland provinces as a matter of routine.
The evidence for this is pretty clear if you play on a large map. Look over the troops in the AI horde that just arrived at your borders. If there are low supply provinces between the AI forts and your border, they will usually be starving and diseased. In regard to equipment, saying 'the AI is there' is pointless. If you had one AI set to build and assign items totally at random and one AI using the current system, could anyone tell the difference? I doubt it. The only way to judge an AI is the impression it gives human players. It doesn't matter if it thinks about it or does it at random if no-one can tell the difference. |
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Pttthhh!
The veterans still have not made us a decent AI nation. They whine over and over about the same things. They wait for the devs to completely rewrite the game. You all sound like corner fanatics praying for the second coming. If the things that the AI does and does not do is so plain to the veterans then why don't they fix it? I hate to say it but the only tips on improving the AI that I can use is crap that I have seen in posts by gandolf and ballbarian and others like them. |
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It may (and let me emphasize *may*) be possible to gain some control over the AI by hacking the .2h files, but if it is possible it's not just a few days work. |
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If you know what the AI does well and does not do well then you should be able to design a AI nation. Take away what it wastes and give it more of what it can use.
A Scene Map like G talks about add to that. I have seen the suggestion that giving non-moving pretenders or non SC pretenders can avoid the arena problem. Or fully equip the SC so that it can live the arena. The suggestions to change the game settings already work real well. The Scene map could do more and give the AI extra resources at the castle so that it will build more elite units. And the most dangerous bless strategys should be able to be built into a scene game. |
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Of course, you could give the AI a nation with one commander with six in all paths, and recruitable angels of the host as its only troops. Play on a map with no indies, with a W9 E9 pretender.
But what kind of game would that be? The problem is that the AI doesn't make full use of what it has (as in any game), and thus must be given more to compensate. |
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I already stumbled upon 'heim' nations controlled by AI, who mostly used its good national troops. I don't think the recruitment is completely random, as the AI often puts up big groups of one type of troop. I think the problem is that it often seem to have no clue of how to regroup them in larger armies. ie : no mages supporting chaff hordes, or elite sacreds without priests.
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In a game with low resources and boosted resources at the AIs capital, it definetly uses more of the elite troops and fewer indept troops. So there is some sort of logic at work.
If you built an AI on a map. And gave it the provinces around it. Then boost the resources in the capital and nearby provinces then it should help quite abit. To make sure that the extra resources are used at the capital, you could either remove the recruitable indept from those nearby provs or make sure that they are useable units. Im not sure about the same sorts of boost for a blessable nation. Does putting temples in those additional starter provs increase the number of holy recruitables at the capital? |
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Yes, but the AI is so bad at using sacreds, it's really not worth it.
It'll just recruit more of the expensive sacreds, then send them off to die without sending a priest to bless them. |
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Who play with the AI? All players I know use AI to feel a new race. Even for testing stuff, it's better to play both sides as human. AI sucks? Play players!
Evan before we were told about this board, we were playing each other, not AI. If you compstomp to feel good, bad AI is good. If you want to feel better, stomp humans. I would have developers fix exploits like Vengeance of Dead, battlefield spells after dead/retreat and bugs like undead bless failure and dominion effect loss in early turns. AI? I for one don't mind. |
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Yes. MA Ulm.
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It seems to me that this might actually be easy to remedy. Couldn't we just devise a couple of hundred item 'sets' that the computer would try to follow. E.g. large commanders look up item profiles from a list that includes sets like firebrand, charcoal shield, ring of regen, amulet of resiliance and dragon scale mail. Of course, that assumes the computer could reach lvl 6 in con, which is often doubtful in short games, so we'de need lots of different lists for different circumstances. But I doubt the community would be unable to come up with a few. It wouldn't be that different from something like the SemiRandomizer, would it? |
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AI Item strat: Give them bane venom charms. Last time I checked they randomly distributed them amongst their mages and other non stealthy commanders. I have seen them give random melee/ranged weapons to old frail mages, boots of strength to giant leaders - pretty sure I've even seen path booster items like skull staff on guys with no death magic. Don't know if that's because they just picked them up after the AI suicided its mages somewhere, but it's still stupid.
Regarding AI nations: The main people who have expressed interest in AI nations are Wikd and Gandalf. I haven't seen either of them do anything about it. Even if you could consider my criticism of the supposedly good AI 'complaining', the reason I haven't made lots of AI nations is that there isn't any fun playing against the kind of nation the AI would be good with - ie unlimited gems, unlimited gold, troops that don't need to eat, all troops having glamour etc. It would be like playing chess against an idiot and compensating by swapping all their pieces for queens. Zero fun. In order to be more interesting for SP, the AI needs not so much to be /harder/ (this is easy, just stale for 25 turns after starting the game) but /smarter/. Btw, I made an AI mictlan after Gandalf started a thread talking about how the nations could be improved for AI. No-one had any interest in it. If you want AI nations make them. From a technical standpoint it's easy. |
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Gandalf Parker |
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And I have done my part. Kicking the experts in the *** is my contribution to the cause. I am very good at it. Quote:
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Im good at lurking and searching. I just tried many combinatins and could not find it. Is it in your mod list? Quote:
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AI mictlan is real. That much I know.
Modding AI nations is, in fact, very easy. It looks like this: #selectnation 11 #clearsites #startsite "Throne of the World" #startsite "Ultimate Gateway" #startsite "Cathedral of the Spheres" #startsite "Unholy Sepulcher" #addreccom "Eater of Gods" (unit number) #addrecunit "Hunter of Heros" (unit number) etc... |
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I would also like to see the AI Mictlan mod. I find a dozen or so mentions of it but I cant seem to find the mod.
However, one of the comments I did find doesnt make me too eager anymore. "I made an AI Mictlan in some random thread but no-one seemed to have any interest in it - it just gave them unlimited bloodslaves basically, since the AI is miserable at blood nations." Heehee. Sounds like the kindof response I would get if I tried to mod a nation. http://forum.shrapnelgames.com/images/smilies/happy.gif But it might be worth looking at. Maybe someone will come up with something better. |
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Here is a quicky mod I posted a long time ago to spark some nation building. #modname "fledgling nation" #icon "../guihead.tga" #selectnation 79 #era 1 #name "Home" #epithet "fledgling nation" #end Its playable if you want a really extreme challenge. http://forum.shrapnelgames.com/images/smilies/happy.gif |
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ROTFL
I can see why Sombre was not in a hurry to find the AI Mictan mod. Thats a great example of how to whip off a mod that you do not really think should be used. Love the logo! And after all that, hidden and all, it still got some fair downloads. Sombres crappiest and most hidden effort gets better downloads than any of G's http://forum.shrapnelgames.com/images/smilies/happy.gif |
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Well as I have said before, my attention is on maps. There are plenty of commands there and much that has not yet been done with maps. I would like to see more downloadable scenario games. I spurred the modding early on but it seems pretty well covered even if it is one of the most complicated parts of the game. Im (against my better judgement) still the source for many of the server and map projects. Knowing those two sets of commands is plenty for me.
The few little mods that Ive created (and more that Ive half-created) are no where near the level of the stuff Ive seen. I will gladly make my modding requests to the modding experts http://forum.shrapnelgames.com/images/smilies/happy.gif |
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The only 'thinking' I've seen done by the AI is how it does seem to place more importance for equipping items onto its pretenders which sometimes causes more damage to itself. |
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Really?
It defines units by type such as doing "comtype Illusionist", and it does assign items by type when it does things like mercs. And it definetly assigns "random" equipment around the map based on unit types. You can see it assigning the items by type. I wonder why it wouldnt use the same files for the AI? Probably too limiting I guess. You would have to either define everything in some huge database. Random at least allows for surprises. Does it put more items on its pretender? I got the impression that it was only the big pretenders. Kindof an effort toward doing some SC. Equipment goes on the big guys first. |
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I don't think I've ever seen a path booster on a non-mage unit, barring of course those it's managed to pick up post-battle.
I've not seen it make full use of items such as research boosters and the like, but it's always seemed reasonably sensible with equipping misc items. Quote:
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Would that work for all nations? Pangaea, and Abyssia, and Ctis, and Oceania?
Would that make it smarter? or stupider? The database cant be too big since its solo players we are trying to help out. It doesnt matter as much how much thinking an MP game does to host a turn |
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Should work for all nations. Items are drawn from a common pool after all. Unless you're willing to get incredibly detailed you won't perhaps see the greatest combinations, but you'd still see an improvement in the quality of the AI commanders. Pretty much any forged shield is going to be an improvement (in some respect) over the basic shield a commander comes equipped with, regardless of nation.
The database doesn't have to be huge, bearing in mind that the AI doesn't understand how to use many items (like the Chalice for example) there's no reason to include them in the database. It could simply be a case of setting a flag on a specific set of items (differentiate between wizard and fighter equipment for example) and then force the AI to only forge from those lists, and only equip the items on a commander of the requisite type. It's more restrictive, but it would at least deal with the 'superfluous items equipped' complaint. Of course, you could also use a similar model as the spell casting AI and simply have it run simulations of the best possible item to equip (presumably either from the lab inventory or from all currently forgeable items, depending on how cruel you want to be) based on a simple criteria, e.g. what provides the biggest stat increase. Again, you'll not see it make full use of combinations or the like, but you will see a general improvement in the quality of commanders it fields. |
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