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  #221  
Old March 27th, 2003, 05:10 PM
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Default Re: AI DEATH MATCH 2

This is the first thread I look for whenever I come to the forum. Thanks for doing this!
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  #222  
Old March 27th, 2003, 06:03 PM
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Default Re: AI DEATH MATCH 2

Quote:
Originally posted by Dralasite:
This is the first thread I look for whenever I come to the forum. Thanks for doing this!
Thanks for your kind words, Dralasite!

CueCappa vs United Flora.

For sure the CueCappa is a great AI... but starting in the upper side and fighting against the UF, they were slaughtered... The UF won before the turn 160.

Here the link: CueCappa_vs_UFlora_C4.zip

[ March 27, 2003, 16:04: Message edited by: Master Belisarius ]
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  #223  
Old March 27th, 2003, 06:12 PM

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Default Re: AI DEATH MATCH 2

I have two questions about the AI. They are not crucial I just want to know how the AI ticks. Being too lazy for any testing right now I choose the easier way of asking here.

Quote:
Originally posted by Mephisto:
Let's take these numbers: Minerals 475371, Organic 78489 and Radioactives 53580.

Assume that a ship costs 25k Minerals and 10k Radioactives.
The AI will only round about build 3 ships because this will set the radioactives to 20k and which point it hits the threshold. 400k minerals are not used.
That would mean that the AI considers only the total cost of a ship when it decides how it should use the amount of net income above the maintenance threshold for construction.
I always thought (but never actually checked it) that it will take the construction rates into account. I would have guessed (using the numbers from above and assuming that there are SYs available with rates of 3000 rads per turn) that the AI will add ten ships ships to the construction queues.
I do not doubt Mephistos number's, especially after I realized that nobody else did . I'm just curious and want to be sure.

I asked this already in a different thread without getting an answer. I just assume that nobody read it and try again:

Quote from the unit_construction-file:
On each turn, this file will be processed (if it exists), and units will be added to all planetary construction queues which:
1. Are not currently busy.
2. Those planets which have reached maximum facilities.
3. The amount consumed per turn won't reduce the empire's resources to zero.

In mid- and endgame quite frequently lots of planets met these criteria. Has anyone figured out how the AI decides on which planets it will actually built units? Which criteria are used for this decision?
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  #224  
Old March 27th, 2003, 06:39 PM
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Default Re: AI DEATH MATCH 2

Quote:
Originally posted by Rexxx:
That would mean that the AI considers only the total cost of a ship when it decides how it should use the amount of net income above the maintenance threshold for construction.
Yep, think the AI consider the TOTAL cost of the ship, then, agree with Mephisto.

Quote:
Originally posted by Rexxx:
In mid- and endgame quite frequently lots of planets met these criteria. Has anyone figured out how the AI decides on which planets it will actually built units? Which criteria are used for this decision?
Good questions... but I ave not clue. If you request my "guess", think is more or less random.
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  #225  
Old March 27th, 2003, 06:47 PM
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Default Re: AI DEATH MATCH 2

Quote:
Originally posted by Master Belisarius:
....For sure the CueCappa is a great AI... but starting in the upper side and fighting against the UF, they were slaughtered... The UF won before the turn 160.

This is not a first time you mention that starting position affects the result. Is it possible to repeat the match with possitions reversed ? Sure, it is too much for whole tournament, but may be for Last rounds ??
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  #226  
Old March 27th, 2003, 06:55 PM
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Default Re: AI DEATH MATCH 2

Quote:
Originally posted by oleg:
This is not a first time you mention that starting position affects the result. Is it possible to repeat the match with possitions reversed ? Sure, it is too much for whole tournament, but may be for Last rounds ??
Already I'm doing this, and will continue from this round to the end.

United Flora vs CueCappa
=> United Flora won at the turn 310.
Cuecappa vs United Flora
=> United Flora won at the turn 160.

The first AI in the name of the game, is the AI that start in the upper side.

Edit: Oleg, thanks for your suggestion!

[ March 27, 2003, 16:59: Message edited by: Master Belisarius ]
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  #227  
Old March 27th, 2003, 08:45 PM
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Default Re: AI DEATH MATCH 2

Gron vs Tessellate.

The Tessellate defeated without problems the Gron, before the turn 190.

Here the link: Gron_vs_Tessellate_C5.zip
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  #228  
Old March 28th, 2003, 12:27 AM
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Default Re: AI DEATH MATCH 2

Narn vs Toron

Like in the first game, both races signed a Military Alliance until the end of the game...
The Toron won at the turn 500 by points.

Here the link: Narn_vs_Toron_C6.zip

I'm starting to see that will need to play several tie-breaks... then here are my criterions (because can't play tie-breaks forever!).

2 games, changing starting places.
A) If one race reach the victory in the two games, will get the first place.
B) If every race won 1 game, then:
i) The first place will be for the race that won their game in less turns.
ii) If both races won with the same number of turns, then, will sum the points of both races in both games: the race with more points will be the winner.

[ March 27, 2003, 22:28: Message edited by: Master Belisarius ]
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  #229  
Old March 28th, 2003, 01:32 AM
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Default Re: AI DEATH MATCH 2

Khrel vs Vikings.

The Vikings defeated the Khrel before the turn 150... seems we will have a new tie-break.

Here the link: Khrel_vs_Vikings_C1.zip
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  #230  
Old March 28th, 2003, 03:14 AM
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Default Re: AI DEATH MATCH 2

Sallega vs Pyrochette.

The Pyrochette defeated the Sallega without problems, before the turn 189.

Here the link: Sallega_vs_Pyrochete_C2.zip
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