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June 22nd, 2003, 05:55 AM
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Corporal
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Re: My AI Design Q&A
Quote:
Originally posted by JLS:
Cybersol, thanks for the tip.
I was able to change a few things around in a few of the AIC designs in this Last Version
Again, thanks
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I'm glad you found something I wrote useful, because you have been much more helpful to me in my AI design efforts.
Quote:
Originally posted by cybersol:
What other state transitions are possible starting in the exploration state?
quote: Reply posted by JLS:
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.
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How would the AI go from Exploration to Prepare for Attack? Or to Incursion?
When is Prepare for Defense used?
How long do Prepare for Attack and Prepare for Defense typically Last?
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June 22nd, 2003, 04:11 PM
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Colonel
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Re: My AI Design Q&A
Quote:
Originally posted by cybersol:
How would the AI go from Exploration to Prepare for Attack? Or to Incursion?
When is Prepare for Defense used?
How long do Prepare for Attack and Prepare for Defense typically Last?
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Good questions... and I have only a few answers.
Defend Short Term: The most important thing, is know that 95% of the time during the game, the AI is under the "Defend (Short Term)"...
IF the AI see a enemy ship into a system where the AI have a single planet, then the AI will change to "Defend (Short Term)".
Exploration: the AI always start into the Exploration state until the first contact. The AI could move again to the Exploration state, after some time without see ships/planets of another race.
Infraestructure: can remember that Aaron said that the AI move to Infraestructure state, after a long time without change the current state.
When Gold was near to be released, some beta testers had a chat into a Shrapnel forum with Aaron (I was unable to be Online when this happened ). Can remember that Aaron did a post explaining how the AI change the state, but now this forum was erased.
Anyway IMHO, because the AI most the time will be into the Defense Short Term (and exploration in the early game), the modder should consider the these states as the most importants.
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June 22nd, 2003, 06:37 PM
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Lieutenant Colonel
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Re: My AI Design Q&A
Quote:
Originally posted by cybersol:
How would the AI go from Exploration to Prepare for Attack? Or to Incursion?
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Assuming no changes from se4 Version 1.78
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On average the most AI State Changes, from the Exploration State is to:
1: Defend Short Term State
2: Infrastructure State
3: Not Connected State
Ok, from the first Exploration State; your AI just went into Infrastructure State, as we have previously discussed, by either (A)or(B)
A: 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.
If (A) was the only Variable, the AI or AI’s will live happily ever-after. Remain in Infrastructure and (may) Consider Not Connected State, at some point.
However, ALL: AI Settings Files, Anger Files, Politics Files and Accept Treaties; WILL always be in play. It is probable at some point, that/those AI may not like; living happily ever-after forever, and break the (Existing Treaty with the other Original Player)
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B: If there is an Enemy Near but not in the Claimed Territory, then your AI may go into Infrastructure State
If (B) is the only variable to consider, and other Player had no agreement, then from the Infrastructure State.
If the Enemy Players System are Nearby, the AI may Consider the Prepare Attack State then to consider the actual * Attack State.
(This is why continuing a new game, when you start next to Psychos, like the XiChung; is not usually a winnable choice, in any se4 Game)
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The AI may just consider the Incursion State early with a quick Muster, if that AI considers the enemies systems, is not well defended.
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(C):The AI (may) Consider a Prepare for Defense State.
If the (adjacent system vs. Home/System) Ship strength numbers are not even near favorable
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((D)): If your AI, IS IN any State mentioned above, and ANY ENEMY Player has entered your territory, then your AI WILL Change to Defend Short Term State for a few turns :
Your AI will now; analyze its current Situation, IF-THEN :
IF enemy is still in its territory after a few turns go by, it will remain in the Defend Short Term State * that may continue to * Prepare for Defense State, and in the end; to Defend (Long Term) State.
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Until:
(E) Enemy is NOT IN that AI’s territory and there are NO Systems to Explore; then your AI may revert to the ~(B) Infrastructure State
FROM (E)to(B)THEN and IF , Enough time since the Last Attack has passed from your AI Settings File (XiChung @ Turns to Wait until next attack := 6) then your AI WILL consider from (B) Infrastructure State again, for an Attack or an Incursion
(F) However, from Defend Short Term, if no enemy is in that AI territory, or nearby and there are Systems to Explore still; then your AI may revert all the way back to the Exploration State and start the above process, from the Scenario you presented; all over again.
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* ~Tip~ * (IMO) To maintain the continuity and the transition to the next AI State; designers may want to stay with the default format intact for both:
AI State := Prepare for Defense, Defend (Short Term), Defend (Long Term)
(AND)
AI State := Prepare for Attack, Attack
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Also (IMO FWIW):
Absolutely, a deviation from the from the above Format, may yield some FUNKY results, but this may also, lead to a distortion of the intended MODs, logical and total Combat (or Design TYPE) Ship totals.
It may also lead, to the dreaded Defend (Long Term) or just to stay stuck in Defend (Short Term); and/or resulting in no logic.
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Definitions and Actions:
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
(Continues for about 5 turns. Then this AI will make a decisive decision; for the next State Change)
As outlined in ((D)),(E), and (F).
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AI Prepare to Attack State:
AI considers a nearby enemy system is weak and could be conquered. Your AI will now prepare a Fleet/Fleets and get ready to attack that system.
AI Attack State:
Your AI will now consider this to be a valid and doable Attack, if so, then the AI will attack that Enemy System and attempt to conquer it.
In both the above, Prepare for Attack, Attack States, your AI has some save guards, so your AI may revert to various other states, however, the State you DO want to see, as the next change, is the:
Secure Holdings State
Your AI’s attack has been completed and it was VICTORIOUS.
Your AI will send in ships to secure the system (a few pre-built defense ships will do well here, if any planets were captured +Happy , and your AI will now want to colonize any empty planets…
This is were your next best Colony Expansion Policy, should reap, the next best and safest rewards
When in the Secure Holdings State and that newly conquered System is now totally secured; your AI will revert back to ~(B) Infrastructure State...
And your AI, may start the process all over again, begining from ~(B) Infrastructure State
Also note: If any Enemy enters any Territory, also from the Secure Holdings State.
Your AI will revert, briefly; to the ((D)) AI Defend Short Term Strategic State:
To re-evaluate
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END
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After over 6 hours, with this post. I think, I thought; every thing, trough
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Any questions, please don’t hesitate to ask.
[ June 24, 2003, 02:07: Message edited by: JLS ]
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June 22nd, 2003, 09:18 PM
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Lieutenant Colonel
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Re: My AI Design Q&A
Quote:
Originally posted by Master Belisarius:
Defend Short Term: The most important thing
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Absolutely MB, I agree.
This is by far the most Critical of all the States to set up.
Actually the entire Prepare for Defense, Defend (Short Term) upto the Defend (Long Term) AI State falls under this need, for that AI; to do its best to oust the intruder; ASAP. (*See Note)
If it is unable, this AI has, in essence; resigned, to defend it-self with a costly, Defend (Long Term) State
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(*Note):
Without this AI designer, distorting and/or undermining the se4 or MODS, LOGICAL total Combat(or Design TYPE) Ship PPI and MHAL Parameters.
[ June 22, 2003, 23:27: Message edited by: JLS ]
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June 23rd, 2003, 10:44 AM
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Corporal
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Re: My AI Design Q&A
MB and JLS, thanks for both of your very helpful comments explaining more about AI state to me. I am beginning to have enough of an understanding to break out construction queues in more detail. Here are my thoughts so far.
Right now I'm using these 3 groupings:
Exploration
Not Connected
Infrastructure, Prepare for Attack, Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term), Secure Holdings After Attack
I'm considering the following 6 groupings:
Exploration
Not Connected
Infrastructure
Secure Holdings After Attack
Prepare for Attack, Attack, Incursion
Prepare for Defense, Defend (Short Term), Defend (Long Term)
In the new groupings, I broke out Exploration and Not Connected for critical early game considerations. I broke out infrastructure because its the only relatively peaceful mid-game state. I broke out secure holdings after attack to emphasize a little extra colonization (but not as much as exploration), and with expectations of another attack soon. Finally I group the aggressive states together, and the defensive states together.
What do you guys think of those 6 groupings?
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June 24th, 2003, 01:46 AM
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Brigadier General
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Re: My AI Design Q&A
I would suggest the following groupings:
1) Exploration
2) Infrastructure, Defend (Short Term) - this is your main game plan. Depending on the plan for your AI you could include Exploration as well. I have done that a couple of times lately.
3) Prepare for Attack, Attack - I use this mainly to churn out warships and with higher priority for troops and transports. But it really depends on the overall strategy of your AI what you do here exactly. High priority for fighters, carriers and fleet support ships also work good here as well as building more mine sweepers. Like I said, it mainly depends on the AI game plan.
4) Not Connected - Besides from the obvious Open Warp Point ship also make one Create Planet ship.
5) everything else - don't bother with this queue too much. Other AI states than the ones already covered are very rare.
Hope this helps,
Rollo
[ June 23, 2003, 14:17: Message edited by: Rollo ]
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June 23rd, 2003, 08:52 PM
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Lieutenant Colonel
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Re: My AI Design Q&A
Quote:
Originally posted by Rollo:
5) everything else - don't bother with this queue too much. Other AI states than the ones already covered are very rare.
Hope this helps,
Rollo
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I do not under stand, Rollo, What other AI state Changes are you referring to, and what event or other, would make it very rare?
[ June 23, 2003, 19:53: Message edited by: JLS ]
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