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  #1  
Old May 9th, 2004, 09:06 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: SUGGESTION: AI castle building algorithm

[quote]Originally posted by Leif_-:
quote:
Originally posted by Gandalf Parker:
Quote:
Originally posted by MStavros:
OK now test it. Play a game pretending to be the AI and do that, faithfully. See if you can beat the AI's with it.
Actually, he can't test it yet; as he haven't suggested any police for when the AI should build castles. As soon as it's got enough money at the start of a turn? If it's got enough money after recruiting units? And so on.

Yeah I was hoping he would notice it. If he blindly pursues his castle plan he would end up with no troops.

I figure the best castle-building time frame would be when the AI has enough money for a castle without saving. It would also be easiest to program. But his present configuration looks like it would be finding a location to build on at about the 12 turn into the game. Is that when one turns income is more than the cost of a castle?
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Old May 9th, 2004, 09:10 PM

delacroix delacroix is offline
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Default Re: SUGGESTION: AI castle building algorithm

To take the fort-building suggestion in a slightly different direction, (maybe it will spur someone's creativity), is anyone complaining about the temple building algorithm the AI has? If not, wouldn't it be possible to modify the temple building AI into a temple-or-fort building AI? As in, if the temple check passes but too many temples exist, start to focus on forts? If no suitable fort location is found, then revert back to building a temple this turn. That could answer the "when" to build a fort, and "how" to accumulate resources for the fort. My post doesn't deal with "where" the fort should be built, others have proposed options for that.

But if the AI can afford to build 200gc temples, it can afford to build a 250gc fort. And if it can afford to build 2 temples over a span of a couple turns, it certainly could have instead afforded to build the 450gc castle, and so on...

I don't know how the temple-building AI works exactly, whether it only builds temples when it has the 200gc at the start of the turn, or whether it saves the 200 over the course of many turns. Either could be adapated to fort-building. In the latter you just save over more turns, in the former you can just store/save 200gc (or 250 would be a better option for the initial save) until enough money is accumulated to build that fort.

The temple building AI is rather decent at getting the job done, so it handles a lot of cases by itself. Early game it takes a while for the AI to build their temples, so the forts would naturally come after a certain proportion of temples were built. And the AI would start to build a fort or two when it hit that time period where the AI starts to fill up every province with a temple (IMO this is about the prime time when forts should be appearing). However, late-game if an AI was conquered to only a few remaining provinces and had a temple in each, the building-AI would say 'focus on building forts', but the "where" condition in most cases would prevent the castle from being built [unless of course one of those remaining provinces was some choke-point / high resource / not adajcent to another fort type condition]. So the AI wouldn't in most cases "waste" money building forts late-game when it had a small territory size.

Of course there'll be some holes in the idea and/or limitations since its quite a rough draft, but maybe it'll give someone a more 'developed' idea.
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Old May 9th, 2004, 10:49 PM

mivayan mivayan is offline
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Default Re: SUGGESTION: AI castle building algorithm

I think that for placement of a castle, you can ignore indie troops, chokepoints, neighouring enemies etc and just focus on maximizing resources for national troops. The other things are too hard to get right, but maximizing castle resources is easy.

for each province I own:
if I build a castle here, what will the combined resources in all castles be, assumin no provinces changes owner untill it is done.

Then pick the province with the highest result.
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Old May 9th, 2004, 11:39 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: SUGGESTION: AI castle building algorithm

Building for resources isnt a bad idea. And it simplifies the programming side. Also if you simply chose a castle location which is not next to another castle (1 away? 2 away?) but ignoring if you own all the neighboring provinces then you could still luck into a chokepoint or a good frontline location.

Adding temples might also be a good idea. So if I have enough to build, I look for a high resource location which is not too close to anothe castle, if I cant find one then I look for a temple location which allows recruiting priests. How does that sound?
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  #5  
Old May 10th, 2004, 03:38 AM

HotNifeThruButr HotNifeThruButr is offline
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Default Re: SUGGESTION: AI castle building algorithm

What about building a temple and lab at every fort location? Is that do-able or would it hinder the AI?

Edit: Also, what about requiring more desire poinst for less costly forts and more desire points for more costly forts? So they don't have too little watch towers or too many Fort. cities.

BTW, Arralen, it'd be cool if you wrote a spellcasting AI.

Edit: Also, consider reducing desire to 0 if the province has an unrest site, like Inkpot End, Brigand Lair, etc.

[ May 10, 2004, 03:23: Message edited by: HotNifeThruButr ]
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