Topic: News about AI
GunChleoc![]() |
Posted at:
2017-08-28, 10:18 UTC+2.0
As the AI gets better, we'll definitely need more dumbing down. I would already get my ass kicked by the old AI, so we will have to consider noobs like me in oder not to scare off new players Busy indexing nil values ![]() ![]() |
Ex-Member![]() |
Posted at:
2017-08-29, 11:07 UTC+2.0
As is usually the way, once I get myself committed to helping with something life gets in the way, I will be as good as offline until November at least so cannot test much at all. I have run some AI tests, using normal against very weak, same tribe. There is virtually no difference between them, on games that ended without deadlock there is a 50% of either side winning. Testing done on a variety of maps from small to large on several releases up to but not including the last release.
Edited:
2017-08-29, 11:08 UTC+2.0
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GunChleoc![]() |
Posted at:
2017-08-29, 13:00 UTC+2.0
Thanks for testing! I hope that the reason that you will be offline is that something good is happening in your life. Busy indexing nil values ![]() ![]() |
Nordfriese![]() |
Posted at:
2017-09-01, 15:53 UTC+2.0
Training is going wonderfully now, I often get several major improvements in just one generation. Just a couple of remarks about the AI behaviour:
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Tibor Topic Opener |
Posted at:
2017-09-01, 21:19 UTC+2.0
Hi, I am back finally... as for dumbing down the AI there are two ways:
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Tibor Topic Opener |
Posted at:
2017-09-01, 21:29 UTC+2.0
To me it looks like a dead branch of evolution - few days ago you mentioned some good mutation in regard to metalworkshops happened but obviously the effects are not that good. But I will do some changes to code and hopefully with further training things will settle down... The problem is the fact that metalworks is upgradeable and it is treated differently....
Yes, I know about this issue. But - it is complicated... Road algorithm is not controlled by genetic algorithm... AI tries to build a road from a flag filled with material, but sometimes it is not possible.
These flags are in seconds. And feel free to modify them. When the training will be finished (or your spare time spend) you can propose new branch with new wai numbers and changes to aihints there as well... ![]() ![]() |
Tibor Topic Opener |
Posted at:
2017-09-01, 22:39 UTC+2.0
@Nordfriese Also, can you please provide your latest wai files? I need them to debug metalwork issue... ![]() ![]() |
Nordfriese![]() |
Posted at:
2017-09-02, 22:07 UTC+2.0
I just had a look at the values for the prohibited_till/forced_after flags. They´re a mess. They appear to be mostly arbitrary; many dependencies between buildings are not considered at all. These flags seem to be the reason why empire AIs are particularly deadlock-prone. The barbarian quarry is prohibited_till=240 and forced_after=0, which is not the most logical combination. I´ve made a branch which contains the latest training results and my suggestions for better flags. For now, I only adjusted ports, militarysites and trainingsites; my suggestions for productionsite ai-hints will be pushed tomorrow. I´m revising them completely. Of course, the new hints will need to be tested before merging them into trunk. I expect there will be some trial-and-error before I find a set of values that solves all the problems of the current flags without creating new difficulties. ![]() ![]() |
Tibor Topic Opener |
Posted at:
2017-09-02, 22:34 UTC+2.0
prohibited_till and forced_after are things of pre-basic economy time. And basic economy is meant as a better replacement. So I would suggest to use them as little as possible.
I personally am not eager to test them, if there will be another volunteer it would be great.... But I personally trust your judgment... ![]() ![]() |
Tibor Topic Opener |
Posted at:
2017-09-02, 23:25 UTC+2.0
So I am testing wai files from your branch, with code from current trunk, and nothing strange here in regard to metalworkshops - after 3 hours they have 2 or 3 metalworkshops. Is the problem map-specific? ![]() ![]() |