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October 29th, 2003, 07:00 PM
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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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October 29th, 2003, 07:18 PM
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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!
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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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October 29th, 2003, 07:23 PM
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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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October 29th, 2003, 07:32 PM
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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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October 29th, 2003, 08:02 PM
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Re: Dominions 2. AI. Suggestions, that how to fix it.
Some ways that I think will improve AI's skill:
1) As other people mentioned, get better units other than a large number of miserable militia or slingers. This will probably help a lot.
2) Use human pre-designed pretenders. AI use insensible pretenders. We can easily make a wide variety of pretenders, catered to the play style of AI.
3) Teach it how to use super-combatants. Among various human tricks, this one seems to be the easiest to teach AI. Put a few items on a big creature and send it out. This, combined with human-design pretenders might help AI use their pretenders more effectively.
4) Castle? I don't think AI build castles on important provinces.
5) Other tricks? For example, it's quite easy to tell human to aim for "Storm" & "Wrathful Sky" combo. How easy is it to teach AI to aim particular spells like these?
There are strategies that are simple but very effective. For example, a Jotun with a simple Wyrm and maximum scales, keep building Woodmens, Seithkona and aim for Evocation 7. Another example is to use a basic Prince of Death for Ulm, aim for "Boots of the Behomoth". Put the heavy Ulm armors and the "Boots" on the PoD and send him out.
Are there any ways to script such strategies for AIs? Or should we start designing a scripting language for Dom AIs  ?
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October 29th, 2003, 10:47 PM
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Major
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Re: Dominions 2. AI. Suggestions, that how to fix it.
WOW guys, these are cool ideas! I bet that IW will like them! 
__________________
Dominions 3. Wallpapers & Logos
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"Training is principally an act of faith. The athlete must believe in its efficacy: he must believe that through training he will become fitter and stronger, that by constant repetition of the same movements he will become more skillful."
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October 29th, 2003, 10:56 PM
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Re: Dominions 2. AI. Suggestions, that how to fix it.
Good suggestions...I wonder...how is the strategic AI works? Any devs can give us some infos?
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