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View Full Version : Improving AI Suggestions~vote~


NTJedi
November 21st, 2003, 01:21 PM
We've already been told multiple AI personalities randomly chosen at the start of each game is very unlikely to see for dominions_II. http://forum.shrapnelgames.com/images/icons/icon9.gif Pillars_of_Heaven how that could improve the game... but anyways.

I've had some new ideas for improving this single mind 'Borg' AI. We haven't seen any polls for awhile and this seems like one of the hotest topics so here it goes.

Also let me add that if I missed someone's suggested feature... you'll have to forgive me since I don't have time to read that 18_page thread for improving the AI.

Gandalf Parker
November 21st, 2003, 04:05 PM
Sorry but after looking at the questions I chose not to vote. Maybe if someone worded the poll alittle more diplomatically. Looked to me to be more likely to make sure we dont get any of those in a patch

SurvivalistMerc
November 21st, 2003, 04:15 PM
I also chose not to vote.

It would be nice to see whom you are presently "at war" with, though. I often forget exactly who is most ticked off at me. Of course, any nearby neighbor near my capital is likely to get added to the list. Hehe.

Graeme Dice
November 21st, 2003, 10:40 PM
The poll is missing options such as "Do not spend any more time on the AI as it is already decent and a competitive AI is currently impossible to make for anything that is not deterministic."

Saber Cherry
November 21st, 2003, 10:50 PM
Originally posted by Graeme Dice:
The poll is missing options such as "Do not spend any more time on the AI as it is already decent and a competitive AI is currently impossible to make for anything that is not deterministic." <font size="2" face="sans-serif, arial, verdana">Maybe they need to make the game nondeterministic! I really think quantum effects should be modeled - maybe a new "Fate Entanglement" spell could link two remote units in unpredctable ways. Literally unpredictable - when one dies, have the program execution pointer move to a random place in memory that may or may not contain Dominions II code...=)

Graeme Dice
November 21st, 2003, 11:57 PM
I am of course making the assumption that the random seed is picked from a pseudo-random source every time. It might always be like Civ 3 where the game is completely deterministic once you start as the seed is saved.

Of course, a computer is a deterministic machine, so you'd need an external RNG to have it properly pick the next location to look for the code. http://forum.shrapnelgames.com/images/icons/icon7.gif

NTJedi
November 24th, 2003, 08:01 AM
bumping back on top

http://forum.shrapnelgames.com/images/icons/icon7.gif

Endoperez
November 24th, 2003, 10:43 AM
I chose the options that were closest to my opinions. This is what I thought while choosing them:

guarding magic sites: guarding provinces with high gem income. Exceptions could be if the sites cause disease or whatever.

guarding pretenders/prophets: This would be good. Not too much, though, but mage pretenders should avoid battle and combat pretenders should fight, although not always.

building castles would be nice

I didn't choose this, but would like to see the idea in action: AIs bidding for mercs should pay little more than they want, but with a d6* roll of IW. The only problem is that there should be cap, otherwise AI could, although very rarely, use over 1000 gp for mercs. Also, mercs' price should change with the loss of troops, maybe a percentual, maybe not. The problem comes with Obscuro and other mages: you would like to kill his guards, and he would become very cheap...

BTW, even the independent guard their commanders! My assasin killed a priest and one of his two (militia) bodyguards yesterday.

MStavros
November 24th, 2003, 10:52 AM
You have some nice ideas there NTJedi.
The devs should check out those, frankly.

NTJedi
December 13th, 2003, 12:40 AM
Just moved into a new company and back on the net.... bumping topic.

Thanks for voting