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My AI Design Q&A
I am in the process of developing my first AI for the unmodded game. My first attempt is a normal (no special racial trait) race. Starting with nothing between the *Begin* and *End* lines of the AI files to make the race from scratch. To learn, I am mining the top 14 AI’s from death match 2 for ideas and insights. I have searched through the forum for many topics related to AI design and read a lot of information, but I still have some questions.
If you design AI’s, then maybe you can help. Reading through AI Text Files Tips & Hints I noticed many of the bugs mentioned there that seem to have been fixed, but I still wonder about some of them. Things that seem to be fixed, please tell me if I am wrong: boarding, kamikaze, and troop transports now work as expected; recon satellite no longer produces forever. Things that still don’t work, again tell me if I am wrong: AI still doesn’t use recyclers or resource converters; still not a good idea to use mine sweepers and cloaks together (though it works for already marked mine fields on the mine sweeper type) ; planet based fleet training still not effective. 1) Can the AI now effectively use cloaking abilities on Space Yard Ships? MB uses cloak, Mephisto still does not, and Rollo doesn’t even use Space Yard Ships. 2) If I use the same ship name (and type) but different weapons for a light cruiser than a destroyer for instance, then I notice the AI often thinks the destroyer is newer and the light cruiser is obsolete. I thought this only happened after the dreadnaught class was reached? 3) Is there anyway to stop the AI from trying to retrofit to a “newer” Version of a ship that is in fact the same as the old Version? This results in ships being wasted just sitting there and trying to be retrofitted but failing because the ships are identical. 4) I don’t suppose anyone knows a trick (without modding) to have the AI specifically call for normal armor without any special abilities? 5) AI_CONSTRUCTION_VEHICLES.TXT. It seems in my experience that you get a more even distribution of ships if you add multiple copies of the exact same entry (colony ships in exploration for example). For example, build some colony ships, build some attack ships, build colony ships again to replace, build support ships, build colony ships again to replace, etc. My guess is that if the hardcode is at entry 12 in this file, then it goes to 13 when it finishes 12 without looking at 1-11 again until the next time it arrives at them by going around one at a time through the loop. How do you think it works? I’m sure I will have more questions later. Any assistance you can provide will be much appreciated. [ July 18, 2003, 19:39: Message edited by: cybersol ] |
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Kamikazi and Troop Assaults, work for the AI with awesome results http://forum.shrapnelgames.com/images/icons/icon7.gif Good question on the Recon Sat, I have noticed more then I have Planed in for, that the AI will put in a group. It may be better to ere with a few more, then none. Experts may elaborate, more then I. Quote:
Recycelers, the AI may not be smart enough here either. I don't use this for my AI. If you use this, put with a Colony that builds a yard. Quote:
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~~~~~ (1) Why would you want the AI to invest the Resources for a cloaking BSY, as opposed to a shield and PD? (2) With the same name for example (Attack Ship) , the AI usually will pick the upper Designs best and largest design to build.. (3) Sounds like one for the Experts like MB, Mephisto, Tampa Bay Gamer and Forum Moderators . As I recall, the AI ship hangs around for a short time if cannot Retrofit, plus the AI gets a neat little message it can't read http://forum.shrapnelgames.com/images/icons/icon10.gif I will test this, and get back to you on this if know one replys http://forum.shrapnelgames.com/images/icons/icon12.gif (4) Use the armor Armor Spaces Per One := xxxx in the design file. (for normal Armor) (5) Great stirring question. This depends on what you want that AI to do, and thier are many ideas on this. And should be debated by many http://forum.shrapnelgames.com/images/icons/icon12.gif Inregards to Colonizers, I listen to MB's advise. Actually take all the advise form all the Players, but the Experts I mentioned above, will have the answers. http://forum.shrapnelgames.com/images/icons/icon12.gif [ June 12, 2003, 00:51: Message edited by: JLS ] |
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First, thanks for the response, JLS.
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2) Switched from missles CSM1 to beams DUC3, light cruiser designed turn 5, destroyer replaces turn 6. Destroyer is below light cruiser in designcreation file. 3) I have seen them try for a while, over and over. 4) If only that worked. The problem is you end up getting the highest damage resistance armor, which is scattering. But earlier you get smaller armor. Makes too comlicated to build the rest of the design to your exact specifications. Sometimes I just want Armor III and not the others. 5) How the file gets processed, and everyones experience with this, is really what I would like to know. |
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Cybersol, how is it my Last edit was
June 12, 2003, 00:51: Message edited by: JLS' And you have something different then my final post? Your post 'posted June 12, 2003 01:28' === Quote:
The AI settings for Base se4 are Ships don't move through minefields := false Will this not yield AI ship after ship, sacrificing itself until the Minefield is empty? Quote:
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Now, we need the trick http://forum.shrapnelgames.com/images/icons/icon12.gif The answer, I gave is the current way it is set up for the Base se4, default files. In AIC the AI will place Ablative, Armor and then Emisive http://forum.shrapnelgames.com/images/icons/icon7.gif Not the fancy expensive stuff http://forum.shrapnelgames.com/images/icons/icon12.gif Cybersol, I feel, I will learn from you, regarding Base se4 http://forum.shrapnelgames.com/images/icons/icon12.gif I wish you all the success http://forum.shrapnelgames.com/images/icons/icon7.gif [ June 12, 2003, 04:04: Message edited by: JLS ] |
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It's something against my principles, I thought. Never started a Cobol program or an AI from zero!!!! Quote:
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I dislike when the space yard ship build something... usually they build Defense bases in middle of nowhere, or build colony ships and send those ships to colonize planets without load population first (and then the new colony will be useless for the AI!). Quote:
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Misc Ability 1 Name := Armor Misc Ability 1 Spaces Per One := 10 Or use the "Armor Spaces Per One := 10" The problem is that considering the free space, the AI will try to use the most advanced Armor... For example, a BC design (size 600K) with the line: Armor Spaces Per One := 60, will have 8 Scattering Armors!! But if you put this line at the end of the Misc Abilities: Misc Ability 11 Spaces Per One := 10 If this design still have 60K of space, then, the AI will put 1 Scattering Armor and 1 Standard Armor. In the same way, if the ship have "free" space, the AI will complete the design using the best available Armor... Conclusion: if you want to use a ship with lot of Standard Armors (not Scattering!), you should not research After Armor III! Quote:
For this, if the queue is very large, the AI have problems to reach the Lastest items in the queue... because always is building trying to replace the loses in the first places of the queue. Quote:
Best Regards JL [ June 12, 2003, 02:58: Message edited by: Master Belisarius ] |
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But consider that these kind of ships can be used for other purposes as auxiliary ships. Quote:
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I use true for ships don't move through minefields, but unmodded hulls don't have minesweeping capability like in AIC http://forum.shrapnelgames.com/images/icons/icon7.gif |
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[quote]Originally posted by cybersol:
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bumped
[ June 12, 2003, 03:49: Message edited by: JLS ] |
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MB, what you describe is what I though at first also. AI_Research and AI_Planet_Types definitely work the way you describe, but they don't loop and are not numbered. I will have to test this out some more, because as you say it determines optimal queue length and behaivor. |
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AI Kamikaze Mine Sweeper
This is indeed, may be the only current approach for base se4. How may ships would you expect to be in your fleet? How many fleets do you expect your AI to make by turn 400? Kami mine Sweepers, what hull would you say would be appropriate and how many Mine Sweeping Components would be installed on a good Kami Mine Sweeper? How many Kami Mine Sweepers would you expect to be Sufficient for one AI fleet? How many AI Kami Mine Sweepers in Total, do you think would be required for all your AI Fleets? Please, do not consider AI vs AI, but consider a good Human Player will have a Solid 100 Mine field probably back to back, for your AI to over come. [ June 12, 2003, 04:12: Message edited by: JLS ] |
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Now AI Player (1) makes first contact with Player (3) Minefield; about 15 turns after AI Players (1) agreement with Player (2), 6 Systems away from Players (1) Home World. AI player (1) and (3) almost immediately have hostilities. With this scenario how do you think, AI player (1) will use his Mine Sweepers... Please, no whos on first http://forum.shrapnelgames.com/images/icons/icon10.gif [ June 15, 2003, 19:28: Message edited by: JLS ] |
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So I am still testing, but right now I am using a "Kamikaze Attack Ship" class design in a fleet minesweeping and fleet repair role. Fleets are set to be around size 20 at the start to 60 or more in the late game. These support ships have 5 to 10 minesweeping components and 0-2 repair components as they increase from LC to DN. I am putting these in fleets at a 1 to 3 ratio with the main attack ship so far. Overkill for the late game probably, but seems good for late early-mid game when the AI has the most problems with mine fields. If the don't move through minefield flag is true remember the fleet will not move through marked minefield until the minesweeper class clears them. But they will still walk over new mine fields like they are not there. If it is false then you will lose some scouts and colony ships unnecessarily but your fleets should be move straight through. As for the other lone wolf "Mine Sweeper" class ships, they are basically all minesweepers because they are going to die on a large minefield at some point. If they run into a fleet they are toast anyway because they are alone. That is why I called them suicidal. As I said, I'm still testing and this just what I am using now. MB and others have much more experience. Hope this helps. |
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Either way, once the first ship enters that square and does not blow up then it will most definately clear the minefield marker and move on to the next one. |
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More questions:
6) As a human player I can design a ship with a small transport hull that has 5 mine layer components. Since their secondary ability is cargo storage and 150/300 >= 50% then this is a valid design. Is there a way to have the AI design this ship, or is a transport hull forced to have eight cargo storage components for the AI no matter what? 7) Does anyone know how to fix the fact that the AI retrofits ships and then leaves when they are only half done repairing? [ June 12, 2003, 08:46: Message edited by: cybersol ] |
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Either way, once the first ship enters that square and does not blow up then it will most definately clear the minefield marker and move on to the next one.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">~~~ Quote:
AI setting file: Ships don't move through minefields := True Will the AI player (1) actually? ~ “ once the first ship enters that square and does not blow up then it will most definitely clear the minefield marker and move on to the next one.” It may be recommended with base se4, that you set Mine Sweeper availability to be a high priority tech to Research, if you wish your AI to expand? = Once AI player (1) has Mine Sweeper tech, and a treaty-will this AI move to Player (2) then Un-Toggle the Players (2) minefield and attempt a move to sweep Players (3) minefield? Then, what if… Player (1) had mine sweepers all ready, but had not moved to upsweep players (2) prior to the agreement (Still marked) would a move after this treaty, un-toggle Players (2) Minefield, even if there are still mines present? If so, would Player (1) Minesweepers move in an attempt to sweep players (3) Minefield? ====================================== I assert this scenario, not to be a wise guy, but only that I was on the premise you wanted a un-MODED AI for an unmodded game. Quote:
By this change of the se4 original data, You have in fact made your first MOD to se4. http://forum.shrapnelgames.com/images/icons/icon12.gif In doing this you have changed the way the AI, will intrepid Sceneries, and you may not have the results you would anticipate for that AI. There is a reason this is default false, for original se4. I can assure the default intent of :=False is not to have the AI Sacrifice Combat Ships foolishly in another player’s minefield until all mines are depleted. http://forum.shrapnelgames.com/images/icons/icon12.gif [ June 12, 2003, 17:38: Message edited by: JLS ] |
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Now their is a trade-off to both settings of ships don't move through minefields. If it is true, then only "Mine Sweeper" Design types will move into marked minefields. Predictable and since they travel alone, they could be prey to an intelligent human opponent. If it is false, then the behaivor is less predictable but the AI acts as though it doesn't know about the minefield. So it sends innocent ships without minesweepers to their demise. So to answer you question explicitly, the AI will move a "Mine Sweeper" design type into the mine field even when set to true. At that point if at least one ship survives, my experience so far is that it will clear the marked minefield. It may be smart and clear these marked minefield when making a treaty, but I wouldn't bet on it. Yes, ship construction, an early weapon, point defense, and then mine sweepers are early research priorities for the AI IMHO. |
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Any thoughts on questions 1-7) from the P&N Master? |
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http://forum.shrapnelgames.com/images/icons/icon7.gif [ June 12, 2003, 22:26: Message edited by: JLS ] |
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Thanks, guys for answering my questions.
Summary of what I have learned from the questions so far: 1) If you use a cloak on ship space yards, don't expect any production. But this might be a good thing. 2,3,4,6,7) These are all slight imperfections in how the AI works, you can't do anything about them except live with them. 5) I was just plain wrong. The construction_vehicles file reads from top to bottom inside the current state everytime it wants to construct something. New Question: 8) Most ships seems to understand when they are running out of supply EXCEPT colony ships. Those are really important ships not to stop off and resupply before travelling across the entire quadrant. Is there any trick (before solar collectors make it unecessary) to get them to stop and resupply at a forward system and then go off and colonize. (I'll probably have to live with this one too, unfortunately). |
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Cybersol, what was actually covered in this thread so far, on 1-5 even 6 and 7 was just berly touched on and I don/t see many se4 AI resolutions in most or the tricks you talked about. How can you say that it is understood, when none of your topics has been really discussed. Accept a few points from Master Belisarius and JLS. I do not see how you think a SYS can work for the AI or most of 1-7. You seem to always miss quote the participating parties here in your thread. You do not answer some questions to be sure we understand how, why or what to do in any certain topic of 1 thru 7, just say this is not a real bad imperfection or is it actualy really still broken. EDIT: "How do you think it works?" A: Does boarding work for the AI B: JLS why is Recon Sats for the AI still a concern C: Should the AI build recyclers D: I think I understand why mine sweepers don’t work for the AI E: Should I build Planet Ship and Fleet Facilities. JLS and MB says yes, you say it does not work 1: Space Yard Ships it appears MB does not think overall they are good for the AI 2: If I use the same ship name (and type) but different weapons. Is this a simple design and what you research for the AI, but solution is not clear 3: Is there anyway to stop the AI from trying to retrofit. No one has said what happens to this ship, the way it sounds you would have dozens of over the HW. 4: I don’t suppose anyone knows a trick (without modding). You don’t want to Mod the AI here but it is ok with Minefields. You say but TRUE, JLS just got me confused even more and the experts have not remarked on why it is set to False for the AI in the defaults in se4. 5: ok here, good advise from MB but will the AI use the lines after 11? 6: Why is it that AIC and Proportions the AI have Small Transport Mine and Sat Layers 7: What does the AI do with its damaged ship do in se4 8: [ June 13, 2003, 20:15: Message edited by: Grand Lord Vito ] |
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[quote]Originally posted by Grand Lord Vito: Quote:
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EDIT: For example you just removed thing I quouted about teachers and students. [quote]Originally posted by Grand Lord Vito: Quote:
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Yet JLS asked my opinion on whether minesweeping was feasible by the AI, so I gave it. Was I supposed to just not respond? I did feel I a little knowledge here because I had just spent some time looking into minesweeping. I was focused on this issue because an effective AI must deal with mines if it is to continue to expand or even just attack. [ June 13, 2003, 19:23: Message edited by: cybersol ] |
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Cybersol, I realized it sounded personal sorry, I am just frustrated I guess.
But from what I have read no one but MB has come up to the plate. I added some points below if anyone can still clarify them. I have made 2 AI design and if they are not right then I will need to change them. |
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I'm going quoteless here, but these are all responses to Grand Lord Vito.
First of all, read the entire thread by the TDM modders that I quoted earlier. It is great advice, though some of it is a little outdated. Here is the link again. A: Does boarding work for the AI From what I have seen the TDM Vikings (by Rollo) use it extensively. I am still wondering what JLS observed to make it seem ineffective. B: JLS why is Recon Sats for the AI still a concern He was basically saying that it is not a good idea to build too many of them in the construction_vehicles file because you will then have 40 recon satellites in a sector which is just a waste. C: Should the AI build recyclers It will never move ships there intentionally before it scraps them. It might by chance end up scrapping over a world with a recycler and get the benefit that way. Up to you whether that makes them worth building or not. D: I think I understand why mine sweepers don't work for the AI Both MB and I have said they work ok, but not great. Why do you think they don't work? E: Should I build Planet Ship and Fleet Facilities. JLS and MB says yes, you say it does not work It works in the same sense as recylcers, the AI doesn't move a ship or a fleet into that sector intentionally to train it. If it happens to be in that sector a couple of turns for other reasons it will receive training. Also, according to mephisto in that thread above, the AI used to break up and reform fleets a lot so fleet training was even less effective. I still have not heard whether this is still true or not. So ship training probably couldn't hurt, especially on planet types where the AI ships tend to hover for a turn or more. Fleet training, need some input from the experts. 1: Space Yard Ships it appears MB does not think overall they are good for the AI Somewhere in that thread they describe how the AI uses SYS. There are 2 roles they can play, ship rescue and movable construction bases. MB values the ship rescue role (which they can do while cloaked) but not the construction base role (which he can disable by using a cloak). 2: If I use the same ship name (and type) but different weapons. Is this a simple design and what you research for the AI, but solution is not clear Well, for now I am using a different name but the same design type when the weapons compliment changes. I haven't approached the late game to many times in testing yet, so I don't know if I will need to do additional work like adding a second DN class with a different weapons compliment (see Death Match 2 thread for more info here). 3: Is there anyway to stop the AI from trying to retrofit. No one has said what happens to this ship, the way it sounds you would have dozens of over the HW. Well, for me it tries to retrofit for 10 or more turns until finally the tech changes so the new design is different and then the ships can retrofit properly. Since posting this problem, I now run into a similar one where ships that hit the 50% retrofit limit just sit there useless trying to retrofit but failing over and over again for a long while. 4: I don't suppose anyone knows a trick (without modding). You don' want to Mod the AI here but it is ok with Minefields. You say but TRUE, JLS just got me confused more and the experts have not remarked on why it is set to False for the AI in the defaults in se4. I explain both the limits of my modding and the trade-offs of the true versus false settings in previous Posts. Look back for answers. If you still have questions, then ask specifics. 6: Why is it that AIC and Proportions the AI have Small Transport Mine and Sat Layers Do the AIC and Proportions small transport mine and sat layers have greater than 50% of thier capacity devoted to cargo storage? I am trying to design a small transport ship with 5 mine layers and NO cargo storage. I can acheive this as a player but I cannot get the AI to design the same ship. 7: What does the AI do with its damaged ship As far as I can tell, the damaged ship after retrofit bug seems to happen because the hardcode does not factor in repair aptitude. But I still need to test a race with 100% apptitude to make sure. I hopes this helps. I understand your frustrations at trying to program the AI and I hope we can help each other. |
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Relax GLV; it is only a computer game http://forum.shrapnelgames.com/images/icons/icon7.gif
-------------------------------------------- Originally posted by Grand Lord Vito: Quote:
This is not golf, GLV, were it is good etiquette is to let players play thru, and were some may just drive away. Quote:
Cybersol, By the way http://forum.shrapnelgames.com/images/icons/icon10.gif in the Scenarios; will AI Player (1) Mine Sweepers or ships (:=True) move on to Player (3) minefields. Quote:
Your AI look fine, here GLV Quote:
This was just a teaser for Cybersol Sorry if I confused the topic Quote:
The Small Transport designs, I made for the Abbidon in Proportions may be applicable in base se4 AI. Cybersol, if you have time can you check. The engines entry may need to be adjusted but the design should work for your TDM AI. Name := Mine Layer Design Type := Mine Layer Vehicle Type := Ship Default Strategy := Don't Get Hurt Size Minimum Tonnage := 290 Size Maximum Tonnage := 310 Num Must Have At Least 1 Ability := 1 Must Have Ability 1 := Lay Mines Minimum Speed := 3 Desired Speed := 9 Majority Weapon Family Pick 1 := 0 Majority Weapon Family Pick 2 := 0 Majority Weapon Family Pick 3 := 0 Majority Weapon Family Pick 4 := 0 Majority Weapon Family Pick 5 := 0 Secondary Weapon Family Pick 1 := 0 Secondary Weapon Family Pick 2 := 0 Secondary Weapon Family Pick 3 := 0 Secondary Weapon Family Pick 4 := 0 Secondary Weapon Family Pick 5 := 0 Shields Spaces Per One := 0 Armor Spaces Per One := 0 Majority Comp Spaces Per One := 10000 Majority Comp Ability := Cargo Storage Secondary Comp Spaces Per One := 0 Secondary Comp Ability := Num Misc Abilities := 3 Misc Ability 1 Name := Solar Supply Generation Misc Ability 1 Spaces Per One := 10000 Misc Ability 2 Name := Supply Storage Misc Ability 2 Spaces Per One := 90 Misc Ability 3 Name := Lay Mines Misc Ability 3 Spaces Per One := 10 =============================== Quote:
[ June 13, 2003, 21:57: Message edited by: JLS ] |
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Now start up a game with yourself in command, create a ship design with a small transport hull. Fill with command and control and engines. The "50% of spaces must be used for cargo containers" warning won't let you create the design yet. No add only five mine layer components. The warning disappears, you can create the design now. Now try to get your AI to build that same ship. As far as I can tell it is impossible. Quote:
But if I had to hazard a guess based on what I know now. The AI would sign a treaty with player 2, but since the minefield was already marked I doubt the hardcode is able to figure out that the minefield belongs to player 2, and I just signed a treaty with player 2, so the minefield is no longer a threat (If the hardcode does recognize this then that is awesome). Let us assume it does not recognize it and ships don't move through minefields = true. All ships will avoid the marked minefield except the "mine sweeper" design type ships. These will actively seek out the marked minefield. After entering the square with the marked minefield, the first "mine sweeper" type ship will not die because the treaty is in effect and thus the minefield is not actually harmful. The fact that the ship lived must mean there is not minefield here, so the AI will clear the marked minefield. The minesweepers will start seeking out the next marked minefield, which in this case belongs to player 3. Now if ships don't move through minefields = false, then the minesweepers behave the same, but all the other ships ignore marked minefields. For the player 2 minefield this means a scout ship or attack fleet could move through the marked minefield and survive, causing it to become unmarked. Potentialy wwitching the minesweepers to focus on the player 3 marked minefield faster. But, for the player 3 minefield, your scouts and attack fleets will move through it like it is not there, but they will die a horrible death. [ June 13, 2003, 22:21: Message edited by: cybersol ] |
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If I can make it work in Proportions, it may work in se4. The Component database is similar but the Greater Cargo Capacity for the Cargo Bay in se4 is probably the problem
[ June 13, 2003, 22:29: Message edited by: JLS ] |
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Now I have to figure out what you just typed http://forum.shrapnelgames.com/images/icons/icon10.gif |
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[ June 13, 2003, 22:47: Message edited by: cybersol ] |
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Cybersol,
That is why my Abbidon mine layer design for Proportion may have a shot. Do to AIC's AI programing their little in AIC designs that can "help you with your unmoded AI Designs" |
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They just keep coming! Is anyone reading anymore?
9) Any way to force the AI to do engine retrofits at planets with both a shipyard AND a resupply base? For instance, is there a way to get it to build a resupply base (even though it wants to put only one per system) on every planet with a shipyard? |
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browsing. some of it.
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JLS you seem to be the only one that says those ai minesweepers are ineffective. Why is this? What would you say for the trade-offs of the true versus false? What would choose True or False. Quote:
I don’t understand, why would the “Fleet training, need some input from the experts” Does the AI handle Fleet Training operationally different from Ship training? Quote:
How long of a long while, is this expected to Last? 5 turns or 500 turns? 5: Could someone answer 5 please. Quote:
5: Specifics. In the Vehicle file will the AI use the lines after 11? And what of the redundant Colony ships in exploration for example). For example, build some colony ships, build some attack ships, build colony ships again to replace, build support ships, build colony ships again to replace, etc. I don’t understand how this has been answered? Quote:
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Update on the retrofit ship damage front: Ok, the Last few times the AI has done a retrofit, waited a single turn, then sent the ship off. It is not related to repair ability because no repair ability could repair enough components in one turn to fix some of those ships. The ships fly around damaged trying to perform their normal role like nothing is wrong with them. Quote:
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Re: My AI Design Q&A
Still looking for novel solutions to the following AI bugs.
Problem/Bug 3a) Is there anyway to stop the AI from trying to retrofit to a “newer” Version of a ship that is in fact the same as the old Version? This results in ships being wasted just sitting there and trying to be retrofitted but failing because the ships are identical. Problem/Bug 3b) A similar bug where ships that hit the 50% retrofit limit just sit there useless trying to retrofit but failing over and over again. This happens for a long time, sometimes they switch and try to retrofit at a different ship yard with the same result. Problem/Bug 6) As a human player I can design a ship with a small transport hull that has only 5 mine layer components and no cargo storage components but sull fulfills the 50% cargo requirement. Since the mine layers secondary ability is cargo storage and 5*30=150 and 150/300 >= 50% then this is a valid design. Is there a way to have the AI design this ship, or is a transport hull forced to have eight cargo storage components for the AI no matter what? To prove this design works for a human player, do the following. Start up an unmodded game with yourself in command, create a ship design with a small transport hull. Fill with command and control and engines. The "50% of spaces must be used for cargo containers" warning won't let you create the design yet. No add only five mine layer components. The warning disappears, you can create the design now. You need zero cargo components to make this ship. Now try to get your AI to build that same ship. As far as I can tell it is impossible. Problem/Bug 7) The AI will retrofit a ship and then leave before it finished repairing all the damaged components it just created. Since I've have been looking in more detail, I noticed a pattern the Last few time the AI has done this. It does the retrofit, waits a single turn for any repair work, then sends the ship off for duty. The ships then fly around damaged trying to perform their normal role like nothing is wrong with them. Problem/Bug 8) Most ships seems to understand when they are running out of supply except colony ships. Those are really important ships not to stop off and resupply before travelling across the entire quadrant. Is there any trick (before solar collectors make it unecessary) to get them to stop and resupply at a forward system and then go off and colonize. Problem/Bug 9) Any way to force the AI to do engine retrofits at planets with both a shipyard AND a resupply base? For instance, is there a way to get it to build a resupply base (even though it wants to put only one per system) on every planet with a shipyard? Ships with supply storage components at least still have some supply, so this helps this problem some. The only really bad problem is then colony ships because as I mentioned above in 8), colony ships never try to resupply. Even if they retrofit engines at a non-resupply base and have only 500 supply from their supply storage they still head (very SLOWLY) accross the entire quadrant! |
Re: My AI Design Q&A
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Thanks for the information, oleg. All around that modification to facilities is definitely a novel way around the problem. Quote:
[ June 15, 2003, 08:59: Message edited by: cybersol ] |
Re: My AI Design Q&A
I do not think "supply generation" is limited one per system. Or is it ? Does AI treat "supply generation" as a some sort of system-wide ability ? I doubt it very much. http://forum.shrapnelgames.com/image...s/confused.gif
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Re: My AI Design Q&A
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A very good thing to avoid excess facilities to save slots and resources, IMO. Rollo</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I agree with you. Honestly, I prefer that the AI retrofit the engines of a ship into a planet without Resupply Depot, than keep more than one Resupply Depot per system. |
Re: My AI Design Q&A
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Bug/Problem 3). Think doesn't exist a way to avoid this problem. Bug/Problem 6). Never liked the Transport hulls. Think is a question of taste! Usually they're more slow moving, and slow to build than the standard ships. Then, my AIs use standard hulls to work as transport/layers/sweepers. etc (also, I can include a few weapons that can help sometimes to extend their life). Question: for what do you want a Transport working as layer for the AI??? Many times (specially in late game when the large mines are slow to build), I saw the layers with a cargo of 5 or 10 mines... Bug/Problem 7). Design ships with Component Repairs, that will work as support ships in your fleets. They will repair your ships. If you are really worried about the crippled ships, then increase the Repair rate when you design your AI... Bug/Problem 8) - Research Solar Collectors, think is fairly easy for the unmoded game. - Before research this tech, you could use LC colony ships with many supply components. - Don't pick Ancient Race for the AI. If the AI doesn't know far systems, will not try to colonize it! - Don't allow to the AI sign Partnerships! http://forum.shrapnelgames.com/images/icons/icon7.gif For the same reason of above! Bug/Problem 9) Think already was answered. In the unmoded doesn't exist a way to have more than 1 resupply facility per system... and if you want my opinion, I like this way. |
Re: My AI Design Q&A
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A very good thing to avoid excess facilities to save slots and resources, IMO. Rollo |
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To introduce a new AI that makes 5-10 Colonizers, starting from the First turn of the game, and with the other original AI is set for 3 for example, then, that at AI will be unbalanced. Having an adverse effect on the entire Mod ,and the Human Player will have a very tough time trying to compete for Planets if as you say; "this AI introduced 10 to 20 Colonizers", at jump. For example, the only losses expect in the AI strategic State of Explore and/or Not Connected may be: 1: Bad Warp Point, in the extreme. 2: A black Hole type System 3: An improbable AI abandonment. 4: And most important the AI Colonizer dissolving into a Colony. Please Consider this. Se4 Default_AI_Construction_Vehicles AI State := Exploration Num Queue Entries := 15 Entry 1 Type := Attack Ship Entry 1 Planet Per Item := 50 Entry 1 Must Have At Least := 2 Entry 2 Type := Weapon Platform Entry 2 Planet Per Item := 0 Entry 2 Must Have At Least := 2 Entry 3 Type := Satellite Entry 3 Planet Per Item := 0 Entry 3 Must Have At Least := 2 Entry 4 Type := Mine Sweeper Entry 4 Planet Per Item := 200 Entry 4 Must Have At Least := 1 Entry 5 Type := Colonizer Entry 5 Planet Per Item := 30 Entry 5 Must Have At Least := 2 ~ ~ Above may result, in a Burden to the Human Player or a Gas/Ice AI; if the above AI is Rock and has many Planets nearby. PPI = 30 resulting in 3 Colonizers at 4-6 Planets, 10 Colonizers when a Rock AI reachs 31 Planets ================================================= With a Staggered Colonizer grouping, the results can be controlled for this AI, by the designer. For example: Proportions Abbidon_AI_Construction_Vehicles Entry 1 Type := Missile Base Entry 1 Planet Per Item := 0 Entry 1 Must Have At Least := 1 Entry 2 Type := Ship Yard Entry 2 Planet Per Item := 0 Entry 2 Must Have At Least := 2 Entry 3 Type := Colonizer Entry 3 Planet Per Item := 0 Entry 3 Must Have At Least := 1 Entry 4 Type := Ship Yard Entry 4 Planet Per Item := 0 Entry 4 Must Have At Least := 3 Entry 5 Type := Scout Entry 5 Planet Per Item := 0 Entry 5 Must Have At Least := 4 Entry 6 Type := Defense Ship Entry 6 Planet Per Item := 80 Entry 6 Must Have At Least := 3 Entry 7 Type := Colonizer Entry 7 Planet Per Item := 0 Entry 7 Must Have At Least := 2 ~ ~ Entry 15 Type := Colonizer Entry 15 Planet Per Item := 0 Entry 15 Must Have At Least := 3 The Colonizer (entry #3 :=1), (entry #7 :=2 ) and (entry #15 :=3) does not add up to a total of 6 Colonizers to be built at any times in the explore state. And it will be rare for this AI, to build another, until there is less then 3 colonizers in the Air and that will be at (entry #15) in this way the Abbidon will not to put a burden on the Human Player at any point in the Proportions Opening Game Explore State that this Abbidon AI will participate. = In the Abbidon illustration, the AI will want a First line defensive Weapons Platform (entry#1), followed by two Productive Shipyards (entry#2). Then the build of ONE Colonizer (entry#3) will be issued to the (HW Ship yard) at this point as set up by myself in v1.78 se4 Proportions Mod. With the third BSY (entry #4) and four Scouts (entry #5) following this one Colonizer (entry#3), the Colonizers first Planet to Colonize has a high probability to be in the Home System allowing for some Quick Production or a Racial Facility to boast that Home System, primarily. If this was the Case, the Colonizer did land in the Home System then another Colonizer for an existing total of ZERO, will be Issued for the next available BSY, (v1.78 se4) to fulfill the plan of ONE at this point in the Explore State, AI Game. Now, three Defense ships (entry #6) will be built as the four Scouts (entry #5) are exploring nearby Systems. The 3 Defense ships WILL defend the Colony Built by the First Colonizer, and will also yield and maintain a boost in Happiness for this new Colony. By the time, the next Planet to Colonize by the AI is found from the tasks of the pre built Scouts (entry #5). The Colonizer built, either by the; On Station or Replaced, Colonizer (entry #3) or the newly introduced second Colonizer (entry # 7) the expansion process is well under way, and can be Controlled with balance for all AI race types; whether Rock, Gas or Ice by the AI designer http://forum.shrapnelgames.com/images/icons/icon12.gif Also, please refer to Proportions; Rock type, Cue Cappa... ------ Note: Reference to v1.78 se4, is that the Priorities for the AI Home World, switch to the AI Unit Build File, may have changed in v1.84 se4, changing the initial Construction sequence of that Abbidon Spring 2002, Vehicle Build File. ------- I believe multiple Type Ship and Base entries, if thought out and tested, is very effective in the process that Aaron Hall has made available to the AI designers http://forum.shrapnelgames.com/images/icons/icon7.gif [ June 17, 2003, 16:37: Message edited by: JLS ] |
Re: My AI Design Q&A
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Honestly, I prefer that the AI retrofit the engines of a ship into a planet without Resupply Depot, than keep more than one Resupply Depot per system.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I agree in general you want one resupply depot per system on your normal colony types. Sometimes you may want an additional one though, say on a construction yard type planet. The ability in proportions to call for the system ability with Supply Generation and for extras by Emergency Resupply is probably the most flexible solution if you are modding the data files. |
Re: My AI Design Q&A
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Yeah the only solution I see is to use designs with rapidly changing tech so they will always be different. I have done this for now. Bug/Problem 3b) You could make sure the lowest tech Version of a ship and the highest tech Version of a ship class are with 50% cost of each other. But this TOO limiting in the mid-game IMHO. So I am just going to live with this one for now. Bug/Problem 6) I would like to use transport extra hull size in the early game. But I would like them to design the type of ship I can build as a human. For instance, a medium transport hull with 16 mine layer components and one cargo storage. If it can find enough mines it can mine a warp point almost to maximum in just 3 trips. When you still only have LC tech. They are only as fast as a battleship though. Bug/Problem 7). Yeah, I have repair based support ships. But those do not help colony ships, scouts, layers, etc. Bug/Problem 8) Thanks, really good suggestions here. I also had decided to move solar supply research forward and add significantly more supply to my larger colony ships. The supply helps a lot, I highly recommend it for bigger maps with fewer players. Your AI will easily out expand another AI that has its colony ships bogged down. |
Re: My AI Design Q&A
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What I have not seen as much is using these same capabilities to better handle the various resource bonus games available. I like the idea of copying the entire heart of the build queue multiple times, doubling production for each copy. This better allows the AI to build up even force compositions in both the zero bonus and higher bonus states. I've seen this build up limited to attack ships in most TDM type AI's. IMHO, why not extend the idea and build up the whole construction queue. |
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