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Home » news » forums » Space Empires V » Space Empires V General

AI event memory

Submitted by evilginger on Mon, 2006-12-11 13:00. Space Empires V General

Just to say that I posted a request for a feature which would give individual AI's Memory of recent events and allow Moders to make them act accordingly if you think this is useful please post saying so on this thread. I think it’s something which would need to be added in the games core code

http://www.spaceempires5.com/en-US/node/1822

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Captain Kwok's picture
Mod Designer

AI Memory

Submitted by Captain Kwok on Tue, 2006-12-12 16:08.

The AI does remember events - except they are mostly used to generate its anger against the other players. For example, when it does encounter an enemy's mines and loses a ship, it will become angrier against them. To continue further along the chain of events, the mine sector becomes marked and if any mine sweepers are available, they'll get sent there. Now if other types of events could be marked in a similar fashion, that would go a long way into accomplish this request.

-----

Space Empires Depot | SE:V Balance Mod

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Interesting

Submitted by evilginger on Tue, 2006-12-12 16:31.

Interesting so it looks like there might be a mechanism to attach this event memory to at least in part. Thinking on a bit more I would hope it would be possible to make the response more sophisticated say. AI sends a scout through a warp point and it gets destroyed by a couple of frigates. Instead of getting angry and sending any available armed ship through it would also factor in some sort of allowance that to force the point it would at least need more ships before beginning the attempt. This is more or less the way a player would do it and seems if the results are any thing to go by the way SEIV now does it.

Playing the 1.6 demo as I will probably be replacing my lost SEIV after Christmas and you commonly see an AI escort attack a planet and get destroyed by ground fire and then the AI will send a stronger force in a subsequent attack. Its not rocket science but the AI in SEIV seems more challenging than SEV at the moment. Though SEIV is a simpler game and the AI is therefore I suspect simpler to implement

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Storming All Warp Points Not Wise

Submitted by Fishman on Tue, 2006-12-12 17:38.

evilginger wrote:
Interesting so it looks like there might be a mechanism to attach this event memory to at least in part. Thinking on a bit more I would hope it would be possible to make the response more sophisticated say. AI sends a scout through a warp point and it gets destroyed by a couple of frigates. Instead of getting angry and sending any available armed ship through it would also factor in some sort of allowance that to force the point it would at least need more ships before beginning the attempt. This is more or less the way a player would do it and seems if the results are any thing to go by the way SEIV now does it.
The other factor the AI may wish to consider is perhaps that territory belongs to someone else, and that he should NOT even try again unless he actually wants a war.

I particularly like how he refuses requests not to go there anymore, claiming I don't have the forces to stop him from doing so, on the same turn after my frigate just disintegrated his entire fleet for trying to storm the border.

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cordas's picture

hhmmmm

Submitted by cordas on Tue, 2006-12-12 18:11.

Fishman wrote:
I particularly like how he refuses requests not to go there anymore, claiming I don't have the forces to stop him from doing so, on the same turn after my frigate just disintegrated his entire fleet for trying to storm the border.

Thats why I really think the AI needs an extra value to consider when its dealing with other races. Currently I am led to believe it only has an anger score, the more you annoy it (destroy its ships, refuse treaties, break treaties, create colonies in systems it considers its own, capture its planets) the more anger it feels towards the other race, so the less likely it is to deal with it.

This is why its impossible (for all real purposes) to ever end a war, as by fighting you simply make it more angry. It attacks you and looses its ships so get angrier still, and the angrier it is the less likely it is to try and end the war without extinction.

I see adding a fear modifyer to the anger would act as a counter balance. So when you destroy an AI ship it fears you more, when it destroys one of yours it fears you less. The more the AI fears you the more likely it should be to try and make peace and the less likely it is too attack you, instead building defences as quickly as possible. Also if the AI has contempt for you (as in its giving you a good kicking) the more likely it will be to attack aggresively, or accept a peace treaty that is hugely favoured in its favour i.e. it demands you hand over all techs 2 or 4 years old, your star maps and your mine field codes. Or more if it feels it can get away with it.

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why if you are not starting a new thread

Submitted by evilginger on Tue, 2006-12-12 18:14.

Fishman wrote:
evilginger wrote:
AI sends a scout through a warp point and it gets destroyed by a couple of frigates. Instead of getting angry and sending any available armed ship through it would also factor in some sort of allowance that to force the point it would at least need more ships before beginning the attempt. This is more or less the way a player would do it and seems if the results are any thing to go by the way SEIV now does it.
The other factor the AI may wish to consider is perhaps that territory belongs to someone else, and that he should NOT even try again unless he actually wants a war.

I particularly like how he refuses requests not to go there anymore, claiming I don't have the forces to stop him from doing so, on the same turn after my frigate just disintegrated his entire fleet for trying to storm the border.

Of course the attack response described would presuppose that there either was a war already or that the AI was prepared wisely or not to start one. There is already a mechanism for determining if an AI starts a war. The starting a war part of the issue for example would be determined by how angry the AI was with the other empire. The function of the AI memory would be to try to fit its chosen reaction to the circumstances better than it does now.

Given it wants a war it would be better for example to gather up five frigates to force the point all at once and fighting one battle rather than fighting five battles its guaranteed to lose. I also believe that this might help with the turn process in as one would get more battles and fewer skirmishes

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