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  #1  
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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  #2  
Old October 29th, 2003, 07:32 PM

licker licker is offline
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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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  #3  
Old October 29th, 2003, 08:02 PM
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ywl ywl is offline
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Default 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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  #4  
Old October 29th, 2003, 10:47 PM

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

WOW guys, these are cool ideas! I bet that IW will like them!
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Old October 29th, 2003, 10:56 PM

Zerger Zerger is offline
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Default 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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Old October 29th, 2003, 11:14 PM

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

Quote:
Originally posted by Zerger:
Good suggestions...I wonder...how is the strategic AI works? Any devs can give us some infos?
Yes it would be good to get some Dev feedback on this issue. Many of the suggestions made may in fact be impractical with the current implementation. I'm hopeful though that scripts do exist that are triggered by various inputs. In that case it should be easier to both modify the scripts (and add new ones) and tweek the inputs to get a better focused AI.

At the least I hope the AI is using some killer combos, if not I hope that ability can be scripted in for them
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Old October 30th, 2003, 12:02 AM

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

Yeah some dev feedback would be nice.

One more thing: in my games the AI never built any forts! Is this normal? [I can see this from the graphs]
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