.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $6.00
World Supremacy- Save $10.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old June 18th, 2001, 01:58 AM

jc173 jc173 is offline
Sergeant
 
Join Date: Mar 2001
Posts: 249
Thanks: 0
Thanked 0 Times in 0 Posts
jc173 is on a distinguished road
Default Re: AI needs to be MUCH more aggressive

The AI is pretty bad at making long term strategic military decisions a lot of the time. Right now it mostly attacks planets only if they are in a contested system. I've seen the AI use DN's with quantum reactors as scouts that travel through most of my empire without attacking a single colony. On the other hand I have seen it attack ships/fleets in non-contested systems. I suggested a fix to the forum using a point system to give enemy planets a value for being attacked or captured within 3 or 4 warps of the border using a recursive search. The AI could just total up the points based on different characteristics such as the planet's size, breathable/non-breathable atmosphere, resource value, and any important facilities. Then it would just pick out what it considered to be the most important target and go off and attack.

The algorithm itself shouldn't be difficult it's just add up values and sort for the largest although you would probably want to randomize that somewhat so it wasn't too predictable. The hitch is that the AI would need to perform reconaissance or intel missions and then remember that data. Hopefully it isn't so complicated that Aaron can't add in something like this in a future patch.
Reply With Quote
  #2  
Old June 18th, 2001, 02:35 AM

Lucanos Lucanos is offline
Corporal
 
Join Date: Mar 2001
Location: Sweden
Posts: 139
Thanks: 0
Thanked 0 Times in 0 Posts
Lucanos is on a distinguished road
Default Re: AI needs to be MUCH more aggressive

The problem isn't that the AI is too friendly (lack aggrssion). The AI is merely too dumb - too aggressive, even.

"Know thy enemies..." someone once said (I think). Not until the AI is hardcoded so it can learn from its own mistakes and "remeber" important stuff will it be the challange you seek.

The AI must "understand" when to strike - how to strike - IF to strike. Today it can't make those kind of judgement why they just - strike.

It should be possible to make peace with the AI for instance.
__________________
The best way to seek help is to help the best seek the way.
-Philter
Reply With Quote
  #3  
Old June 18th, 2001, 02:41 AM
Jubala's Avatar

Jubala Jubala is offline
Second Lieutenant
 
Join Date: Oct 2000
Location: Linköping, Östergötland, Sweden
Posts: 504
Thanks: 0
Thanked 0 Times in 0 Posts
Jubala is on a distinguished road
Default Re: AI needs to be MUCH more aggressive

Anyone played Europa Univeralis? That game has a pretty good AI in my opinion. You can grease it, piss it off, ally with it (and it actually helps you in war), make peace and some other stuff. Don't remember it all now since it's been awhile since I Last played the game.
__________________
You don't go through the hardships of an ocean voyage to make friends...
You can make friends at home!
-Eric The Viking-
Reply With Quote
  #4  
Old June 18th, 2001, 03:07 AM

out_law out_law is offline
Private
 
Join Date: Jun 2001
Location: Coventry UK
Posts: 16
Thanks: 0
Thanked 0 Times in 0 Posts
out_law is on a distinguished road
Default Re: AI needs to be MUCH more aggressive

If your we're going to make AI more intressing to play with would you need more files (you'd need a bigger file any way) , my reasoning behind this - to make it harder to play against you would new more veribles with are to others?
Reply With Quote
  #5  
Old June 18th, 2001, 05:31 AM

Beck Beck is offline
Corporal
 
Join Date: Nov 2000
Posts: 124
Thanks: 0
Thanked 0 Times in 0 Posts
Beck is on a distinguished road
Default Re: AI needs to be MUCH more aggressive

I played EU and didn't find the AI in it really any more intelligent than in SE4. It utilizes an excellent rules hierachy in its political system which since it is such a large element of the game may give the impression of intelligence. The system is made to hamper the human player as much as help the AI as there is only so much territory you can demand in a peace treaty for example. But it made as many goofy moves as SE4 does. You offer it a peace proposal that it give you a city province and a colony and it refuses only to offer you 3 city provinces the very next month. I found it very uneven in the handling of units. It too would do the equilvalent of sending single ships through a minefield with its naval ships. It is a little better in its handling of politics because of the rules, but even there it would make bonehead moves like in my Last game. I had Austria down to only its capitol province (which cannot be surrendered) and several 100,000 men armies surrounding it and it would up and declare war one day with its 15,000 men and the next day realizing the folly of its error I guess beg for a white peace.
Reply With Quote
  #6  
Old June 18th, 2001, 12:33 PM
Jubala's Avatar

Jubala Jubala is offline
Second Lieutenant
 
Join Date: Oct 2000
Location: Linköping, Östergötland, Sweden
Posts: 504
Thanks: 0
Thanked 0 Times in 0 Posts
Jubala is on a distinguished road
Default Re: AI needs to be MUCH more aggressive

True, the EU AI can also make stupid decisions. But you can't accuse it of not being aggressive and following up on attacks. I once played as Sweden (of course) and Russia declared war on me (of course) and Turkey that was in the same alliance as Russia also declared war on me. I figured I didn't have to worry about Turkey much since they wheren't exactly my next door neighbour if you know what I mean. A couple of months after the war started a Turkish fleet is sighted off the coast of Gothenburg and promptly lands a force of about 45 000 men. Very surprising and very bad since the bulk of my army was off fighting in Russia. I sent my fleet to chase away the Turkish fleet and took some loans to raise a new army in Stockholm to smash the Turks. Took me awhile and some chasing, but I finally got rid of them. Imo the EU AI is better than the SE4 at going after a goal so to speak.
__________________
You don't go through the hardships of an ocean voyage to make friends...
You can make friends at home!
-Eric The Viking-
Reply With Quote
  #7  
Old June 18th, 2001, 10:10 PM
DirectorTsaarx's Avatar

DirectorTsaarx DirectorTsaarx is offline
Major
 
Join Date: Dec 2000
Location: Northern Virginia, USA
Posts: 1,048
Thanks: 0
Thanked 0 Times in 0 Posts
DirectorTsaarx is on a distinguished road
Default Re: AI needs to be MUCH more aggressive

The AI build files should also include the ability to respond to enemy designs. The game already allows tracking of other race's technology; it should be straightforward to include certain areas in the AI state. For instance, if an enemy has seeker or fighter tech, change AI state to "war_seekers" and build ships with extra PD. The problem here is when multiple enemies are encountered, each with different weapon mixes; in that case, the AI would have to be able to build different sets of ships at appropriate locations. I have no idea how to script that within the current framework.

As for pressing an attack, I've seen the AI be very persistent with attacking border systems. Unfortunately, I've never given the AI a chance to extend its attack, because I haven't given up a system (yet). However, I agree that the first order of business for an AI at war should be sending a fleet to my closest known planet, glassing/invading that planet, and then exploring the warp points in that system to find the next planet. I think one of the reasons the AI isn't doing that now is that other ministers pre-empt fleet orders, so that a given fleet is ordered to attack one location, and then the next turn is ordered elsewhere to respond to some other "crisis" that would be better met by either creating another fleet or redirecting a different fleet. As others have said, the AI needs to "remember" from turn to turn what it's objectives are, and what fleets are responding to that objective.
__________________
L++ Se+++ GdY $++ Fr C+++ Csc Sf Ai AuO M+ MpTM S Ss RRSHP+ Pw- Fq->Fq+ Nd+++ Rp G++ Mm++ Bb---
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:42 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.