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  #1  
Old October 29th, 2003, 06:16 PM

Mortifer Mortifer is offline
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Default Re: Dominions 2. AI. Suggestions, that how to fix it.

Hm maybe we should send in saved games?
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  #2  
Old October 29th, 2003, 06:24 PM

licker licker is offline
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Default Re: Dominions 2. AI. Suggestions, that how to fix it.

Simple AI rules eh?

Well I'm sure there are others who are better equiped to deal with specifics, but I'll spew some thoughts out just in the hopes to get the ball rolling.

It seems to me that perhaps the AIs are not focused enough, maybe they have too many inputs to weigh and consider, and those inputs are not yet balanced correctly, or perhaps even fataly flawed due to slight game mechanic tweeks (such as dealing with supply better, and worse).

With that in mind I'd like to see a set of AI styles that focus the AI in one (or maybe a few) direction for the entire game.

Examples of these styles can be picked up from other TBS games, AoW1 and MoM had settings for the AI to follow (expander, conquerer, defender, ...) so perhaps it is posible to give these styles to the different AI nations in a game, and let them try to focus their energy in specific directions (it would be interesting to let the player even pick the style, or leave it as random). If it is randomized each nation should probably have weighted choices as certain styles will better fit certain nations.

Ok so now we have a rough framework from which to work with. Lets try some specifics.

Firstly the style has to be picked (or incorperated) from the instant the AI designs the nation. Lets make two broad styles with several sub-styles possible within them. The two broad catagories can be Might and Magic ( ). A nation with a Might style would focus on creating armies based on strong recruited units (not militia and LI) a nation with a Magic style would focus on creating armies with mages and or summons, not relying as much on the stronger (more costly) recruitable units. Obviously there would be some overlap between the styles.

Sub-Styles could be things like, expander, conquerer, defender, builder (economizer?), researcher, ...

An expander would attempt to expand its boarders through indies, trying to avoid early national conflicts, a conquerer would expand by starteing early national conflicts, a defender would expand, and try to build up more internal defense before attacking new provinces, a builder would be similar to a defender I guess or you could make it an artificier, a researcher would devote more resources to mages and getting spell levels quickly. Furter distinctions within these sub-styles could be based on how many resources are spent on buffing commanders vs. summoning vs. more units.

The main idea is to give each AI a path for it to follow, rather than allowing it to dabble a little in everything (which is rarely going to make it successful). This doesn't go into strategic elements for actual game play, but others can work on those issues better than I can. One thing that the AI needs is the ability to use powerful combos. In fact the styles can be made such that they aim toward these powerful combos.
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Old October 29th, 2003, 06:30 PM

licker licker is offline
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Default Re: Dominions 2. AI. Suggestions, that how to fix it.

One further note I forgot to add. The AI must be capeable of switching styles (though not easilly) if the circumstances merit. Say the AI was origionally a magic researcher, but the first 5 provinces it conquered were very resource rich and site poor, there need to be some mechanism by whcih the AI can switch to the more appropriate Might and conquerer strategy. I'd say that the limit to make that decision should be for every 5 provinces (or a scaled number based on map size) that the AI gains or loses. However, at some point further restrictions should be placed on changing a style, as once enough headway has been made with a style it is probably a bad idea to change it (at least broadly).
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Old October 29th, 2003, 07:00 PM

Mortifer Mortifer is offline
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Default Re: Dominions 2. AI. Suggestions, that how to fix it.

Mmmmmmmmmmm interesting idea. So you say that the devs should script various AI types, and let the AI decide that when to change it during the game?
This sounds like separating AI scripts! Sounds cool!
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Old October 29th, 2003, 07:18 PM

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Default Re: Dominions 2. AI. Suggestions, that how to fix it.

Quote:
Originally posted by Mortifer:
Mmmmmmmmmmm interesting idea. So you say that the devs should script various AI types, and let the AI decide that when to change it during the game?
This sounds like separating AI scripts! Sounds cool!
Heh, it does sound cool, but for all I know the AI already does this type of thing

If that's the case then it would be nice to learn what the inputs to the AIs decision making process are so that they can be tweeked to make it better respond to various situations.

I'm no programer or AIist though, I hope that those who know more about his type of thing will wiegh in with their comments and suggestions, but I do feel that the AI should have a strict frame of reference within which to work, that will keep it on track for whatever its goal is, and not lead to as many situations where it tries to do too many things.
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Old October 29th, 2003, 07:23 PM

Mortifer Mortifer is offline
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Default Re: Dominions 2. AI. Suggestions, that how to fix it.

Gotcha. If you ask me this is an awesome idea. Different AI behaviors [main scripts], all connected with a 'central' script. If the situation changes, the central script will change the main script when it will be needed.
IE.
Main Script 1: Conquering indies
Main Script 2: Research
Main Script 3: Forge Items
Main Script 4: Recruiting armies
Main Script 5: Strategical moves
etc.
etc.
All this commanded by a central script.

Seriously I love this idea, I wonder what is the devs opinion about this.

[ October 29, 2003, 17:24: Message edited by: Mortifer ]
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Old October 29th, 2003, 07:32 PM

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Default Re: Dominions 2. AI. Suggestions, that how to fix it.

Yeah, your way of looking at it is probably a little bit better than what I described. Each style will have all the sub-style included in it, but each sub-style will have a weight attached to it. Those weights are what will change based on the inputs.

There still needs to be an overriding goal though, victory through might, through magic, through dominion (blessings), ... then the weights for recruitment, research, artificing, ... are doled out. Further each area would have sub areas depending on the top style, so recruitment would have heavy, medium, light, research would have the different schools weighted (or just scripted for a particular spell or combo), artificing also by gem income and combos...

This still doesn't adress the strategic moves made, but it does give a better (maybe?) framework from which the AI can make those moves. Without the right resources and backup no amount of brialliance on the map will help the AI become competative with humans (unless you start giving it massive cheats...)
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