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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Making a purchasing system for IRM.

Submitted by Fallen Haven on Mon, 2007-02-12 08:44. SE:V MODs

Ok, here's the deal. I want to make a purchasing system for the AI of my mod. The old system and the one introduced in 1.25 don't suite my needs, i have just too many ships and unit types for either of thoses to work properly...

Now, i don't really need code from anyone, but to define the basic mechanics to use to state how much to build of what and when. The AI of SEV isn't smart enough to build things to to counter what another player is doing, so all we can do is make it a shopping list that should make it prepared for mostly anything.

So what do you think it should have, how many of each and how much more to buy as it goes stronger... I haven't decided on what the AI should base itself to determine the size of it's fleet... Planets, shipyards, ressources produced, ressources stored, how many enemies it has or how big the neighboor fleet...

So, post ideas.

‹ AI build priority Ignoring ECM? ›
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Captain Kwok's picture
Mod Designer

Re: Making a purchasing system for IRM.

Submitted by Captain Kwok on Mon, 2007-02-12 09:46.

That's funny. I've just finish re-writing the ship purchase scheme for v1.04 of the Balance Mod. I went with a hybrid system of the two functions Aaron wrote that uses demand with min and max caps. The demand is modified by several factors including the AI's state and category. I've haven't compiled it yet, so not sure how good it works yet.

I almost went with an SE:IV style scheme, which is a linear list of design types to build by AI state. The number of items to build is based on the number colonies the player has. I didn't end up going this way since it would a lot more lines of more or less duplicate code and I didn't think the effort would produce anything much different than what exists now.

-----

Space Empires Depot | SE:V Balance Mod

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Rilo57's picture

Re: Making a purchasing system for IRM.

Submitted by Rilo57 on Mon, 2007-02-12 11:01.

Why not look at your own techniques. Play a game for about 100 turns then look at your own percentages.

For me at that point I think I'd be done with colonization, I'd have 1-3 choke points with a fleets located at each choke point. I'd likely have 1-3 carriers (I like to have space yards on my carriers), and then for the most part the rest are attack ships. I might throw in planet capture ships (bombers, troop droppers). But top of the line attack ships (like 90%-95%). If possible I'd use older attack ships as scouts, or retrofit them.

SEV, more than a feeling.

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Psieye's picture

Re: Making a purchasing system for IRM.

Submitted by Psieye on Mon, 2007-02-12 12:51.

Before you can come up with a 'shopping list', you must determine what kind of AI you're trying to build. As you say, the AI cannot adapt to what other players do. However, if it tries to do everything adeptly, it will fall to any specialist empire. Doesn't mean you shouldn't program some empires to be Generalist, but if all of them were Generalist then it wouldn't be much of a challenge. Better alternative: get them to ally with each other better and trade their strengths. Let the AI know what other AI empires' "shopping list flavour" is and influence diplomacy accordingly. Most relevant in a Mega Evil reaction or an AI Alliance made for some other reason. Inter-Related AI!!!

Now, as for what the different 'flavours' are... here's some thoughts:
- Resources + Production vs Research vs Intel
- Conquerer vs Exterminator (troop transports vs bio/bombardment weapons)
- Fighting Style (seeker heavy vs big guns heavy vs units heavy)

Some colonies can be built up into anything based on its value: those 100~110% planets. Research minded AI shouldn't have any doubts about what to do with such facility space - more RCs. A Production minded AI would instead build up resource facilities there to increase production that little bit more.

Same with research agenda. Certain small tweaks to the basic research choice algorithm would give extra flavour: e.g. Applied Research early or Space Yards? How early to get Planet Utilization/Engineering, or go for Centralised Computer Systems instead?

I'm sure you get the idea with "Conquerer vs Exterminator" so I won't elaborate much on that. The Exterminator doesn't even want to bother colonising what it's razed, so has no qualms with making it a suicidal landscape (Nukes! Plagues!). This would give an extremely huge headache to the player/victim and this AI must be prepared to hurt its own expansion for this objective.

Fighting Style doesn't mean 100% This or That. It means say... 50% of the fleet is made of one type of ship with a full supporting compliment of everything else still in the balance. When you go up against a 30-ship fleet and 15 of them each have 4~6 seekers to unload at once (Lv 10 Frigates or bigger ships), you cannot take any fleet to take that on. A 50% Gunship fleet would never be approached by ships yet they'd still have Point Defence to handle drones/fighters/seekers (and have an edge in range and speed to avoid getting 'sniped' at by Parthian ships). Or maybe even a unit heavy approach, with big carriers/ships full of fighters/drones being the centre stage and 30% (say) Gunships presenting interesting challenges to 100% Point Defence/Secondary Fire fleets.

In general though, the AI should recognise which colonies are/will be important and defend them with lots of satellites, 3~8 weapon platforms and some troops (this makes it an absolute pain to try and conquerer). Extra defence would be a fighter/Gunship combo - preferable if we could order them to NOT charge forward, but stick around the colony they're defending.

Sidenote: that really is a big problem with the AI when it comes to planet defence - they send everything out at once. So I can deal with the fighters separately, then the ships, then the satellite/weapon platform combo. Bases are useless for planet defence (we can maneuveur around them) - their job is out in space.

Yeah... I haven't given any specific build orders. Just the fact that you'll need many 'menus', which individual AIs are built up out of.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Re: Making a purchasing system for IRM.

Submitted by Fallen Haven on Mon, 2007-02-12 22:52.

Captain Kwok wrote:
That's funny. I've just finish re-writing the ship purchase scheme for v1.04 of the Balance Mod. I went with a hybrid system of the two functions Aaron wrote that uses demand with min and max caps. The demand is modified by several factors including the AI's state and category. I've haven't compiled it yet, so not sure how good it works yet.

I almost went with an SE:IV style scheme, which is a linear list of design types to build by AI state. The number of items to build is based on the number colonies the player has. I didn't end up going this way since it would a lot more lines of more or less duplicate code and I didn't think the effort would produce anything much different than what exists now.

Yeah, it's a pain. Too many variables to deal with and too many lines of code end up slowing the AI down a lot in late game... I have a purchasing scheme coded, but it doesn't do what i want it to do yet. Keep having weird results and can't seem to find what's wrong with my code...

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Captain Kwok's picture
Mod Designer

Re: Making a purchasing system for IRM.

Submitted by Captain Kwok on Mon, 2007-02-12 23:20.

Unfortunately my new scheme isn't so hot either. Only getting a mixture of colony and attack ships. Sticking out tongue

-----

Space Empires Depot | SE:V Balance Mod

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Re: Making a purchasing system for IRM.

Submitted by Fallen Haven on Tue, 2007-02-13 00:15.

Captain Kwok wrote:
Unfortunately my new scheme isn't so hot either. Only getting a mixture of colony and attack ships. Sticking out tongue

I had similar problems. Seem something changed in the sys functions or how the lists are loaded. Sometimes the AI just keep on building the very last thing i want them to build... I keep using the debug feature (found it works with mods as long as the debug file in the original data directory has been changed properly). Sometime i guess very strange results with my new weight system, like designs that should be at zero still having the weight of the previous designs that was in that list...

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I have made some progress...

Submitted by Fallen Haven on Tue, 2007-02-13 11:22.

I've managed to make my weighting system work properly, all i need now is to define the minimum values and the modifier for aggressiveness and AI state...

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No good...

Submitted by Fallen Haven on Wed, 2007-02-14 15:23.

It's too complicated, i need a simplier way to make the AI pick what to build. I'm thinking about using something similar to how colony types are chosen in my mod and BM. This would greatly simplify the amount of code needed and may allow me to shrink the amount of computing needed by the AI to choose what to build. I'm still thinkering on that though, i need something bullet proof that won't be too difficult to setup or debug. Lets say that managing 87 AI designs isn't coding friendly...

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Psieye's picture

Re: Making a purchasing system for IRM.

Submitted by Psieye on Wed, 2007-02-14 17:41.

Ok, then in the early game (aside from basic colony ship construction):
- Research Space Yards and Mineral Extraction early (IMO), with Applied Research coming a little later
- Pump out mostly "Unit Hunter" ships as Autocannons are extremely effective anti-frigate weapons in the early game when good armour doesn't exist.
- Focus on Satellites and Weapon Platforms for defence. In v1.27+, the AI ought to check how big each colony is and adjust the number of Weapon Platforms and Satellites to build accordingly (a homeworld ought to have 10+ WP and 30+ Satellites defending it by mid-game)
- When it has a solid fleet of "Defence" and "Unit Hunter" ships for self-defence; has a network of "Population Transports" for efficient population management; that is when it should start building "Archer" and "Attack" ships. Decide when it ought to go get Nukes to fit this moment.

As it grows, make sure it has good Space Yards and have them built early on nearly all colonies. Ah but... AI can't build more than 1 facility per turn due to hard coding wasn't it...? Well assume when that's fixed, it ought to be able to pump out ships faster (and sooner after a new colony is set up). This also assumes those new colonies get their population bolstered early, hence make sure there's an efficient Population Transport network.

Research... IMO you don't need to get the AI to tech rush as hard as it can if you can get it to pump out production as hard as it can. All those colonies that finish facility construction should be producing ships unless resources are short (and from my experience, resource management is still ridiculously easy).

With a vast number of ships under its command, it should think about attack or further expansion/consolidation. Always have a defence fleet or two (or more if the empire gets really big), preferably sitting on the homeworld ready to react to invasions. Attack fleets will assemble and start thinking about bloodlust. It must not delay the assault on other empires (hopefully the human player) too much otherwise the tech rush player will have enough advantage to counter the (hopefully) difference in ship numbers. Ditto with Intel rush players.

The AI in v1.25 cannot efficiently manage its empire because it (as far as I understand) can't understand how to manage immigrants to get rid of domed colonies. In fact, I still wonder if it'll be able to tell as all it will be given is "Is Planet Breathable?" which, knowing how atmospheric conversion works, will only consider the citizens' nationality to determine what atmosphere to check against.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Re: Making a purchasing system for IRM.

Submitted by evilginger on Wed, 2007-02-14 18:15.

Good points but there is a distinction between neutrals and major players. The above works well for major empires as it posits expansion without over reaching its strength. The only thing I would change is not to build ship yards every where but on any world of 10kt capacity or higher. Planets with a capacity below 10kt are best used for research Intel and resource generation as they will build a ship yard very slowly and due to low population build ships or any thing else equally slowly.

The exception to the above is that al least one ship yard should be built per system as a repair point if nothing else regardless of the size of the available worlds

Neutral powers should colonize every thing they can and research rush after securing the systems warp points with the aim of getting another colonization tech early since they cant expand beyond the one system. Once they have a research base and a good number of colonies they should continue their rush but aim to improve defensive techs. A neutral power wont be able to stand up to a major empire but they should aim to make invading them expensive longwinded and bloody.

Neutrals should also seek to gain advanced military science quickly as a well trained fleet gives them the edge needed to survive and they have a lesser opportunity to acquire experience through combat. Neutrals should never trade colonization techs with any one.

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Re: Making a purchasing system for IRM.

Submitted by Fallen Haven on Wed, 2007-02-14 18:23.

Psieye wrote:
Ok, then in the early game (aside from basic colony ship construction): - Research Space Yards and Mineral Extraction early (IMO), with Applied Research coming a little later - Pump out mostly "Unit Hunter" ships as Autocannons are extremely effective anti-frigate weapons in the early game when good armour doesn't exist. - Focus on Satellites and Weapon Platforms for defence. In v1.27+, the AI ought to check how big each colony is and adjust the number of Weapon Platforms and Satellites to build accordingly (a homeworld ought to have 10+ WP and 30+ Satellites defending it by mid-game) - When it has a solid fleet of "Defence" and "Unit Hunter" ships for self-defence; has a network of "Population Transports" for efficient population management; that is when it should start building "Archer" and "Attack" ships. Decide when it ought to go get Nukes to fit this moment.

I'm not sure how much of this is possible with the code i have, but i'll try. It's sad that one AI hand don't know what the other is doing :/. For exemple research is don't regardless of what the AI is currently building and using, and new designs become availiable as soon as the tech needed for their use are researched. The "AI State" (ie defense, attack, infrastructure etc) can be used to determine it's research focus or what it will favor building, but it's a little limited. Also the AI will pick things to build then check if it has the ressources for it. The AI can end up wasting all it's ressource on high cost project then leave nothing for the cheaper stuff. Btw, it's not a good idea to make the AI build space yards everywhere. Thoses things are expensive and can take a while to build with low population (in my mod), preventing the AI from building other things like research centers or Mining facilities. And the AI is very vulnerable to overspending...

Quote:
As it grows, make sure it has good Space Yards and have them built early on nearly all colonies. Ah but... AI can't build more than 1 facility per turn due to hard coding wasn't it...? Well assume when that's fixed, it ought to be able to pump out ships faster (and sooner after a new colony is set up). This also assumes those new colonies get their population bolstered early, hence make sure there's an efficient Population Transport network.

The AI uses it's freighter quite well... It's getting the right ratio that is hard. They are quite cheap, it's not crippling for the AI, but the AI also need warships. It's the ratio between utility ships and warships that is difficult to strike in the code...

Quote:
Research... IMO you don't need to get the AI to tech rush as hard as it can if you can get it to pump out production as hard as it can. All those colonies that finish facility construction should be producing ships unless resources are short (and from my experience, resource management is still ridiculously easy).

Depend if i keep the resource gathering that high. The ai seem to struggle when it has so much to spend, it waste it on expensive projects just because it can (like building space yards when the colony takes years to build it). Large amount of resource tend to advantage the player (like you) a lot.

Quote:
With a vast number of ships under its command, it should think about attack or further expansion/consolidation. Always have a defence fleet or two (or more if the empire gets really big), preferably sitting on the homeworld ready to react to invasions. Attack fleets will assemble and start thinking about bloodlust. It must not delay the assault on other empires (hopefully the human player) too much otherwise the tech rush player will have enough advantage to counter the (hopefully) difference in ship numbers. Ditto with Intel rush players.

Ideally, it's what it should do. But the AI at the core seem to be more inclined to "peace mongering". Some coding is needed to give some AIs a great drive to invade and expand...

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Psieye's picture

Re: Making a purchasing system for IRM.

Submitted by Psieye on Wed, 2007-02-14 18:52.

Oh I forgot to mention: Space Yards should definitely not be the first thing built on a colony (unless it's designated a Construction Planet whose purpose is to get ships out ASAP). I typically queue them as the 5th or so facility to be built. No point in having a space yard until the population can support it properly.

What is "Expensive Project" anyway, besides the Space Yard issue? Is it unable to follow a build list that says "don't build a space yard until you have 6 other facilities up"?

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Re: Making a purchasing system for IRM.

Submitted by Fallen Haven on Wed, 2007-02-14 20:41.

Psieye wrote:
Oh I forgot to mention: Space Yards should definitely not be the first thing built on a colony (unless it's designated a Construction Planet whose purpose is to get ships out ASAP). I typically queue them as the 5th or so facility to be built. No point in having a space yard until the population can support it properly.

What is "Expensive Project" anyway, besides the Space Yard issue? Is it unable to follow a build list that says "don't build a space yard until you have 6 other facilities up"?

Well, the way it is, space yard take priority over other type of facility, though i'm sure i can change that easily. It's because there is a function that add space yard to planets if the system don't have enough of them. This is not a problem in stock since construction start at 100% efficiency. But in my mod is start much lower. Anyway, the real issue is that the AI don't build enough ships/units when it's building up it's planets...

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Re: Making a purchasing system for IRM.

Submitted by Astroshak on Wed, 2007-02-14 21:04.

The AI should decide to build Colony Ships on an "As Needed" basis. As in : Oh, gee, there's an open planet here that I can colonize, send in one colony ship! It should also be able to react as in : Oops! Someone else is in the way and killing my ships, I'd better not send a single unarmed Colony Ship through that Warp Point.

As for population transports ... I may be missing something here, but while I've built ships I've put in that class, they were generic freighters for placing satellites. I've never built more than one or two per game. Unless there's a really significant need for freighters, I'd suggest only having one (two or three at most if there's a really big need for them) per system. Otherwise, focus on building facilities and then ships.

The AI's planets should never be idle, either. Once the planet's been built up (which the Homeworld(s) should already be built up) it should focus on ships and units.

Units (satellites, troops, fighters) should also be built "as needed" - empty carriers should recieve some sort of priority for filling with fighters if thats not already the case, prolly 2 troops for every 5kt units of space on the planet, and I'll let you figure out when and where satellites are needed ...

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Re: Making a purchasing system for IRM.

Submitted by Fallen Haven on Wed, 2007-02-14 22:03.

Astroshak wrote:
The AI should decide to build Colony Ships on an "As Needed" basis. As in : Oh, gee, there's an open planet here that I can colonize, send in one colony ship! It should also be able to react as in : Oops! Someone else is in the way and killing my ships, I'd better not send a single unarmed Colony Ship through that Warp Point.

1.25 already added code to not build colony ships when there is nothing to colonize, and i included it in IRM 0.8a and later. The problem is how to weight what should be built first. In stock colony ships are build before anything else. It's not a really good approach when you are under attack or in dire need of more ships for a final push against an enemy.

Quote:
As for population transports ... I may be missing something here, but while I've built ships I've put in that class, they were generic freighters for placing satellites. I've never built more than one or two per game. Unless there's a really significant need for freighters, I'd suggest only having one (two or three at most if there's a really big need for them) per system. Otherwise, focus on building facilities and then ships.

In my mod, the AI use it's population freighter very efficiently, in my current version i even fixed the ministers so the player can let the AI handle population freighting. They are far from useless. Unfortunatly many bugs of 1.25 make freighters very inefficient.

Another problem of the AI is it cannot plan ahead like a player would. A player can make use of it's reserve of resources to feed a rush of production, but the AI can't (at least until i code something about it). The AI only use the free production that is not used for maintenance or queued production.

Quote:
The AI's planets should never be idle, either. Once the planet's been built up (which the Homeworld(s) should already be built up) it should focus on ships and units.

That's what i'm trying to the get the AI to do...

Quote:
Units (satellites, troops, fighters) should also be built "as needed" - empty carriers should recieve some sort of priority for filling with fighters if thats not already the case, prolly 2 troops for every 5kt units of space on the planet, and I'll let you figure out when and where satellites are needed ...

The problem is to define how many of thoses are needed. For exemple, fighters are really handy in defense of planets, and sats are a good last line of defense for planets and good sentries at warp points. It's difficult to estimate how many are truly needed...

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How many freighters should my AI build?

Submitted by Fallen Haven on Tue, 2007-02-20 06:03.

Well, my experience with the game is quite limited in that domain, i don't know how many freighter to use. For sure, Population Freighters are most likely the most useful for the AI, but i have yet to determine how many they need. I don't want my AI to have lots of idle freighters that end up being target practice. Due to my changes in IRM, freighters don't carry much, but they are also quite cheap so having many of them isn't much of a problem unless they take the place of warships in build queue and maintenance. Also, when the AI colonies are mostly filled, it does not need population freighters as much, but cargo freighters become more important to ship units around. But due to how the scripts works, i can convert freighters to another type like a player would, i probably should devise a scrap script to get rid of the exess freighters...

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Re: How many freighters should my AI build?

Submitted by evilginger on Tue, 2007-02-20 06:24.

As a player I tend to use a lot twenty or thirty commonly build them during the colonization phase to fill up behind your colony ships have to be that many since cargo capacity is lower than stock. at first I produce them interspersed with my colony ships at my home world (I tend to start with one) and move production to a secondary site preferably in my home system later. Once I have no where to expand to I will refit them as troop and cargo transports. I tend to move population more than any thing else but I do distribute troops and units form a central point particularly if a war starts and there are new colonies in the area.

The problem with the AI is that it will continue to refit them every time a component on them is upgraded and this will slow them down. The only time its worth refitting a freighter is when you get an increase in cargo tech or perhaps storage as that reduces the ships draw on supply depots and they will hang round when they are no longer needed. If you up the priority to build them then the AI will build them every where and block out other things it needs.

I wonder colony type will determine the facility the AI builds on it is it possible to define the ships and units in the same way.

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Can't edit my previous posts?!?

Submitted by Fallen Haven on Tue, 2007-02-20 09:06.

In the last post, i wanted to say "CAN'T convert", but i'm not allowed to edit the post for some reason...

Anyway, i need to devise equations for the AI, ie how many freighters under what conditions. Just knowing how many you end up with don't help if i don't know how much production / colonies / population / fleet you have. The AI is dumb, i need to make a clever formula that will work well for the AI under most situations.

Here what i have so far for the freighter (this is after checking for Colonizer then Warships).

==============

// Do we need transports?

if (total_colony_count > 1) then
if (freighter_count 2) then
set we_need := "Freighter"
else
if (freighter_count 3) then
set we_need := "Freighter"
else
if (freighter_count 4) then
set we_need := "Freighter"
else
if (freighter_count >= (total_colony_count * 4)) and (Sys_Get_Random_Long(1, 9) > 7) then
set we_need := "Freighter"
endif
endif
endif
endif
endif

===========================

After that part, i will add another bit of code that will decide what type of freighter to use. The choice will be either Population or Cargo, Troop Transport will be tied to the availiability of troops and ratio of warships (so the AI never end up with more transports than it has troops to transport or warships to make up the fleet).

Edit : Crap, part of the code is truncated...

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Psieye's picture

Re: Making a purchasing system for IRM.

Submitted by Psieye on Tue, 2007-02-20 10:05.

You can't edit after someone's replied in the thread. But anyway...

Without going into numbers, my general approach to population transports is to tie them up into fleets in sizes such that each fleet can roughly take how much population my homeworld can reproduce in one turn. Then I'd try to set up a chain where one (and only one) fleet is loading population every turn.

When I no longer need to move population around my colonies so much (but migration is nerfed on default IRM Settings.txt so this won't be anytime soon in normal games) I'd assemble them into one massive fleet that would go out with my war fleet and colony ships so I can make a "War Colony" which immediately starts with 1000+M people on turn 1 (as well as weapon platforms, satellites and whatever other units you want). But I don't know if the AI can be taught to do that so they may as well start scrapping.

Hmm... now how to code this... I'll think about it.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Freighters.

Submitted by Fallen Haven on Tue, 2007-02-20 11:31.

Psieye wrote:
Without going into numbers, my general approach to population transports is to tie them up into fleets in sizes such that each fleet can roughly take how much population my homeworld can reproduce in one turn. Then I'd try to set up a chain where one (and only one) fleet is loading population every turn.

Interesting approach. The AI don't make freighter fleets though. But that could help me devise a formula to decide how many freighter to build and keep around...

Quote:
When I no longer need to move population around my colonies so much (but migration is nerfed on default IRM Settings.txt so this won't be anytime soon in normal games) I'd assemble them into one massive fleet that would go out with my war fleet and colony ships so I can make a "War Colony" which immediately starts with 1000+M people on turn 1 (as well as weapon platforms, satellites and whatever other units you want). But I don't know if the AI can be taught to do that so they may as well start scrapping.

If the AI has a lot of freighters and few planets to dump the extra population, they may end up filling new planets as soon as they are colonized... They may not do it on purpose, but the result would be the same.

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Psieye's picture

Re: Freighters.

Submitted by Psieye on Tue, 2007-02-20 11:42.

Fallen Haven wrote:
Quote:
When I no longer need to move population around my colonies so much (but migration is nerfed on default IRM Settings.txt so this won't be anytime soon in normal games) I'd assemble them into one massive fleet that would go out with my war fleet and colony ships so I can make a "War Colony" which immediately starts with 1000+M people on turn 1 (as well as weapon platforms, satellites and whatever other units you want). But I don't know if the AI can be taught to do that so they may as well start scrapping.

If the AI has a lot of freighters and few planets to dump the extra population, they may end up filling new planets as soon as they are colonized... They may not do it on purpose, but the result would be the same.


Point. Ok then we may as well let it keep however many freighters they had while they were in the heavy expansion phase. Just tighten up basic security (read: make more ships and units) and they shouldn't be easy targets to shoot if they're sitting around planets (with population loaded) waiting for a new planet to be colonised/conquered.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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It's turning into a monster...

Submitted by Fallen Haven on Wed, 2007-02-21 17:59.

I'm not sure my new algorithm will lead somewhere. It's becoming quite complicated and i'm not even half done yet. I wish i could make something as simple and elegant as my research system...

I'm no longer sure if i should randomize the choices or i should use a rigid structure. With random it would be more difficult to predict what the AI would build, but it run the risk of having weird armadas and shortages or certain units. The rigid version would be better at keeping the AI supplied, but would make the AI too predictible (like it tend to be in stock). Building it from scratch is a pain, and i'm not even sure it won't break other things...

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Psieye's picture

Re: Making a purchasing system for IRM.

Submitted by Psieye on Thu, 2007-02-22 01:48.

Rigid vs Random: both. Half the 'shopping list' is rigid to cover absolute basics. The rest is random so you're never sure what the exact makeup of the AI fleet is. As in, randomise whether each warp point would have satellites, mines, ships and/or fighters defending it; randomised whether the attack fleet is more Gunship, Unit Hunter or Archer focussed, etc.

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Re: Making a purchasing system for IRM.

Submitted by Fallen Haven on Thu, 2007-02-22 03:45.

Psieye wrote:
Rigid vs Random: both. Half the 'shopping list' is rigid to cover absolute basics. The rest is random so you're never sure what the exact makeup of the AI fleet is. As in, randomise whether each warp point would have satellites, mines, ships and/or fighters defending it; randomised whether the attack fleet is more Gunship, Unit Hunter or Archer focussed, etc.

I guess i should go that way. But i still need some way to make the algorithm smaller. Too many lines of code may end up in crawling speed once empires become larger. The problem right now is it has to go through the whole thing for every planets that can build something... It's a lot of wasted computing cycles.

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Re: Making a purchasing system for IRM.

Submitted by Psieye on Thu, 2007-02-22 06:05.

Actually... could you PM me a rough overview of what your purchase algorithm design is? No need for full code, just rough outlines etc. This is worth brainstorming over. Just what is running for each planet that can build something?

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Re: Making a purchasing system for IRM.

Submitted by Astroshak on Thu, 2007-02-22 20:13.

I'm sorry ... but why must it be run for each planet?

Could it not be done per empire, essentially creating a list of things to build that turn in order of priority? I'd invision that list being limited in number to the number of inactive colonies (colonies not building anything) - then sorted in order of largest cost, with the colonies with the best production getting the most expensive item, working the way down both lists so that colonies with the least production produce the cheapest ships/units?

It might be hard to balance the need for buildings against the need for ships, but if ships/units can be done that way ... with buildings being given a higher priority on planets with empty space ...

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Re: Making a purchasing system for IRM.

Submitted by evilginger on Thu, 2007-02-22 21:16.

That it must be done for each planet is I suspect an artefact of the way the AI works in that an empire is a collection of production entities (plants mostly) not an not an individual entity it is however a single entity for such things as research storage of resources and external relations for example. It might be possible however to conglomerate all the individual colony types together so that you only have to write and run a script for all home worlds all mining colonies etc which might speed things up. Not that I know how to do that, but its a thought.

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Re: Making a purchasing system for IRM.

Submitted by Fallen Haven on Fri, 2007-02-23 03:40.

Astroshak wrote:
I'm sorry ... but why must it be run for each planet?

It's run for each planet *not* building something. Once something is in the build queue, the AI won't add anything to it. Unfortunately, this may mean wasted production. The AI does sort the colonies under many criteria, but does not go behond that. For exemple it does not go into emergency mode when a planet is going to be attacked, at least never seen it do so.

With 1.25, there is a routine that give a 50% chance that a space yard will build ships over facilities (if it still has space for thoses), but planet without space yard will build facilities by default. I cranked it to 70% in IRM though.

Quote:
It might be hard to balance the need for buildings against the need for ships, but if ships/units can be done that way ... with buildings being given a higher priority on planets with empty space ...

Yep, that's the hard part, especially in IRM because my colonies can hold so many facilities. I guess i should increase the facility size to make it quicker to fill them up...

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Re: Making a purchasing system for IRM.

Submitted by Fallen Haven on Fri, 2007-02-23 03:45.

evilginger wrote:
That it must be done for each planet is I suspect an artefact of the way the AI works in that an empire is a collection of production entities (plants mostly) not an not an individual entity it is however a single entity for such things as research storage of resources and external relations for example. It might be possible however to conglomerate all the individual colony types together so that you only have to write and run a script for all home worlds all mining colonies etc which might speed things up. Not that I know how to do that, but its a thought.

Not sure if it can be done, right now the AI don't care what colony type it is, as long as it has the requirements for what is going to be built. For exemple the AI check for remaining cargo space before building units and try to make ships where production is high. What is the hardest to balance is ships vs units. the AI tend to use all it's resources to build ships and forget to build units (fighters, drones, satellites, mines etc). My AI did build more units than stock, but that was as long as it wasn't stuck making facilities...

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Re: Making a purchasing system for IRM.

Submitted by Psieye on Fri, 2007-02-23 16:22.

Hmm... well this "Super AI start" game I'm in shows 2 quirks so far:
- AI has no concept of which colonies are closest - it's sending out colony ships to halfway across the quadrant when there are fine planets in the same starting system. This won't be a problem in a normal game where you don't have All Vision, but is still relevant for when they get system maps from treaties and when new colonisation techs are unlocked.
- AI doesn't launch everything it can. It's built impressive numbers of units on its homeworlds. But I'm seeing a lot of satellites, drones and mines just sitting on the planet. This is likely due to there already being a unit group in existence and it doesn't want to launch into that. It needs to be taught to "Load Supplies" then "Load Units" off of that unit group, then launch a fresh group with the newly built units.

---

Anyway, from my understanding, the AI doesn't assign a big queue of stuff to build, it just puts 1 item (or a batch in the case of units) each turn when it spots that the colony isn't building anything? Does it put multiple ships in 'queue' at once too, like units?

Fact is, it only puts 1 facility 'in queue' at a time (or at least, only builds one of them at a time). The common facilities (resource production, intel, research) being scaled up (cost, size, production) seems like a good idea yes. Assuming population transport is working properly then new colonies will soon be able to build at 3000+ rate even without a space yard. Until we get Aaron to make better purchasing system code/functions/tools, we'll have to work with this "only 1 facility at a time" issue.

Regarding space yards, as mentioned before they should not be the first thing built. Some basic facilities (e.g. 1 space port, 3 resource facilities and 1 resupply depot) should be set up before a space yard as that will mean the colony will then be likely to divide its time with ships. As I suggested in PM, make orbital Space Yards available earlier so the AI has an easier time building ships and units as well as facilities.

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Re: Making a purchasing system for IRM.

Submitted by Fallen Haven on Fri, 2007-02-23 18:21.

Psieye wrote:
Hmm... well this "Super AI start" game I'm in shows 2 quirks so far: - AI has no concept of which colonies are closest - it's sending out colony ships to halfway across the quadrant when there are fine planets in the same starting system. This won't be a problem in a normal game where you don't have All Vision, but is still relevant for when they get system maps from treaties and when new colonisation techs are unlocked.

The AI don't care if it's close or far, it care if it's a good planet or not...

Quote:
- AI doesn't launch everything it can. It's built impressive numbers of units on its homeworlds. But I'm seeing a lot of satellites, drones and mines just sitting on the planet. This is likely due to there already being a unit group in existence and it doesn't want to launch into that. It needs to be taught to "Load Supplies" then "Load Units" off of that unit group, then launch a fresh group with the newly built units.

It's intended that way. The AI will always keep some units on the ground so mine layer, satellite layer, carrier and such has something to pick up...

Quote:
Anyway, from my understanding, the AI doesn't assign a big queue of stuff to build, it just puts 1 item (or a batch in the case of units) each turn when it spots that the colony isn't building anything? Does it put multiple ships in 'queue' at once too, like units?

I tried to add that feature, but i'm not sure it works. But it's fairly rare that a ship cost so little that two or more can be built on a single turn...

Quote:
Regarding space yards, as mentioned before they should not be the first thing built. Some basic facilities (e.g. 1 space port, 3 resource facilities and 1 resupply depot) should be set up before a space yard as that will mean the colony will then be likely to divide its time with ships. As I suggested in PM, make orbital Space Yards available earlier so the AI has an easier time building ships and units as well as facilities.

Yep, i'm considering this...

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Re: Making a purchasing system for IRM.

Submitted by Psieye on Sat, 2007-02-24 02:10.

Fallen Haven wrote:
The AI don't care if it's close or far, it care if it's a good planet or not...
Ah very well. Just shows "All Vision" can hurt the AI as well as helping it. This wouldn't be a problem in a proper game where the AI doesn't know all the planets in every single system at the start.

Quote:
I tried to add that feature, but i'm not sure it works. But it's fairly rare that a ship cost so little that two or more can be built on a single turn...
It's easily possible, but requires skewed research. Very high Space Yards and small ships. Ok fine, so it's unlikely the AI will do that so we don't need to worry about this.

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Re: Making a purchasing system for IRM.

Submitted by Henk Brouwer on Sat, 2007-02-24 04:02.

Quote:
I tried to add that feature, but i'm not sure it works. But it's fairly rare that a ship cost so little that two or more can be built on a single turn...

Doesn't a high AI bonus also give a huge boost to the AI's construction rates? If I recall correctly a AI on high bonus should construct three times as fast, that would make it fairly common for an AI to be able to build more than one ship per turn. I know that I can construct one colonizer per turn in the early game, if the AI does 3 per turn for each colony, it would make a huge difference.

Instead of building a single ship, it could probably build a batch of ships, as it does with units. (if there is ofcourse demand for more than one of those ships)

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Re: Making a purchasing system for IRM.

Submitted by Fallen Haven on Sat, 2007-02-24 05:25.

Henk Brouwer wrote:
Doesn't a high AI bonus also give a huge boost to the AI's construction rates? If I recall correctly a AI on high bonus should construct three times as fast, that would make it fairly common for an AI to be able to build more than one ship per turn. I know that I can construct one colonizer per turn in the early game, if the AI does 3 per turn for each colony, it would make a huge difference.

I never gave any bonus to my AI's while testing, i don't know if the AI would try to make batch of ships... I did add some code for this, and i did manage to make it works, but it only worked in a savegame i had. Once i started a new game, it no longer did...

Quote:
Instead of building a single ship, it could probably build a batch of ships, as it does with units. (if there is ofcourse demand for more than one of those ships)

I could force the AI to build ships in batch. The problem is that while it does that batch, it can't do anything else. If something comes up and it need something else, it will have to wait for the batch to end...

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Re: Making a purchasing system for IRM.

Submitted by Psieye on Sat, 2007-02-24 06:07.

Well, the only ships that could realistically be built that quickly in early game are colony ships with nothing extra on them. Make the AI build them in batches of 2 or 3 then. Those would only take 2~3 turns and it could do with more colony ships in general.

Mmm knowing this, the AI having a huge construction boost doesn't mean much if it doesn't know how to build efficiently. Nothing really new there.

We sure do live with a wretchedly restricted set of AI functions right now... I'm thinking more and more that early Base Space Yards and (slightly) scaled up facilities would greatly benefit the AI. At least, until the core purchase mechanism is improved to allow "build more than 1 item at once" and "abort queue. Do something else".

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Re: Making a purchasing system for IRM.

Submitted by Fallen Haven on Sat, 2007-02-24 08:56.

Psieye wrote:
Well, the only ships that could realistically be built that quickly in early game are colony ships with nothing extra on them. Make the AI build them in batches of 2 or 3 then. Those would only take 2~3 turns and it could do with more colony ships in general.

I believe that too many fledging colonies hurt my AI more than it help it. It takes a while before a new colony becomes productive, meanwhile it drain resources. Also the AI will spend a lot of it's production trying to build up thoses colonies, probably neglecting it's fleet... Since 1.25, i had a lot of problems balancing colonizer vs other type of ships...

Quote:
Mmm knowing this, the AI having a huge construction boost doesn't mean much if it doesn't know how to build efficiently. Nothing really new there.

We sure do live with a wretchedly restricted set of AI functions right now... I'm thinking more and more that early Base Space Yards and (slightly) scaled up facilities would greatly benefit the AI. At least, until the core purchase mechanism is improved to allow "build more than 1 item at once" and "abort queue. Do something else".

There is a function already to clean up build queue. Generally it's to remove things that are obselete, but i'm sure it could be modded to remove things that the AI no longer need at the moment. But making the function can be tricky, it might be a bit above my current programming skills. I'm quite adept a modifying code, but building from scratch is dunting for me, one reason why my purchasing system is taking so long to progress. If more modders would be willing to work on this...

I was thinking it would be great if i could tie up ship/unit production with colony types (like it's the case for facilities). The only problem i see with this is what to do with ship/base space yards...

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Re: Making a purchasing system for IRM.

Submitted by evilginger on Sat, 2007-02-24 09:32.

The clean up function I have noticed seems to work in an odd way some times apearing not to at all. This might just be the clean up minister but as the minister and the AI use the same principles I think this is worth looking at. I have for example seen multiple sets of upgrades in a construction que

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Re: Making a purchasing system for IRM.

Submitted by Psieye on Sat, 2007-02-24 10:21.

Alright, over-expanding in the early game is certainly a bad thing yes. Ships at present shouldn't be much of a problem I guess - it's rare in early game to build more than 1 per turn and I suspect the AI will upgrade Space Yard tech at the same rate as Bigger Ships become available. "Build only 1 ship per turn" isn't a big concern compared to "Build only 1 facility per turn" so let's focus on that and unit production.

Fallen Haven wrote:
I was thinking it would be great if i could tie up ship/unit production with colony types (like it's the case for facilities). The only problem i see with this is what to do with ship/base space yards...
The game can distinguish between planetary space yards and ship/base space yards when it makes its lists. It must be able to figure out which construction queues are on a planet and which are in space. Failing that, make it check for "colony type" and if the result is "none" then it knows it must be in space.

Actually, it needs to know which ship/base space yards are orbiting a planet and which are in an otherwise empty sector... no point building lots of units when there's nowhere to put them. Then again your code can check for cargo space availability on a planet before ordering units - extend that to "check if sector has spare cargo space"? Ship/Base space yards may be best suited to building up ships I guess.

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Re: Making a purchasing system for IRM.

Submitted by Captain Kwok on Sat, 2007-02-24 12:57.

Units are only added to queues where there is enough space to accommodate the chosen amount, so they wouldn't be added to a BSY.

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Re: Making a purchasing system for IRM.

Submitted by Psieye on Sat, 2007-02-24 14:52.

In other words, it only looks at its queue maker's cargo space. Thing is... IRM space yard components have a small amount of cargo space inherently to them...

And yes, until the purchase system is fixed the AI can't do anything meaningful. I'm winning in that "AI starts with 3 times the Homeworlds and lots more tech" because I'm outbuilding it in ships and its nice advanced tech units don't really stand a chance if they're mostly sitting on some planet's surface. I currently outnumber its ships 300:150 despite the AI having better construction speeds and more homeworlds. It must be taught to build lots of (read: put at high priority) Base Space Yards once it has access to them.

Actually... Fallen Haven, what dictates whether an order for a batch of units gets put up in space or is left on the surface? I'm seeing an AI colony with 9 satellites launched and 50+ on the surface. Not all of them are like that, but this particular colony has meaningless units. Granted, this will be less of an issue when the AI actually builds ships (read: cargo transports) properly.

It defends its Homeworlds impressively. Everything else is... the standard "planets can only build 1 facility at a time" thing I guess... A tiny planet is much better defended (with ships of all sizes as well as units!) than a bigger one. With the AI sending colony ships out to random locations that happen to have good planets, it can't expand fast (this is only an issue in an All Vision game so don't worry).

Final note: are you coding the AI to be different between "Medium" and "Hard" difficulty (chosen at Game Options before starting)? My personal feeling is that the AI doesn't think long enough. v1.29+ will let the game run while we minimise it and multitask. Thus I think you shouldn't be afraid of making the code long but thorough, then allowing users to instead have a 'quicker' version by choosing AI difficulty. I mean, I spend some 15~25 minutes per turn and the AI spends less than 1 minute despite having more colonies to worry about (again, this is largely due to a lack of ships). When there's lots of AI and All Vision is off then yes, it will do better and spend some time but... I wouldn't mind it being longer once I can multitask.

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Re: Making a purchasing system for IRM.

Submitted by Fallen Haven on Sat, 2007-02-24 17:37.

Psieye wrote:
In other words, it only looks at its queue maker's cargo space. Thing is... IRM space yard components have a small amount of cargo space inherently to them...

The thing is, i'm not sure the AI actually transfer cargo from base/ship space yard... Can someone confirm me this?

Quote:
And yes, until the purchase system is fixed the AI can't do anything meaningful. I'm winning in that "AI starts with 3 times the Homeworlds and lots more tech" because I'm outbuilding it in ships and its nice advanced tech units don't really stand a chance if they're mostly sitting on some planet's surface. I currently outnumber its ships 300:150 despite the AI having better construction speeds and more homeworlds. It must be taught to build lots of (read: put at high priority) Base Space Yards once it has access to them.

That can be easily fixed.

Quote:
Actually... Fallen Haven, what dictates whether an order for a batch of units gets put up in space or is left on the surface? I'm seeing an AI colony with 9 satellites launched and 50+ on the surface. Not all of them are like that, but this particular colony has meaningless units. Granted, this will be less of an issue when the AI actually builds ships (read: cargo transports) properly.

Actually, i don't think the AI check if the space yard is in space or not, it only check for cargo space and production rate (in stock, base space yard don't have cargo space hand have weak production rates). The AI keep the best production SY for ships and use weak production ones for units. With boost the AI end up with LOTS of units while it does not buil many ships...

Quote:
It defends its Homeworlds impressively. Everything else is... the standard "planets can only build 1 facility at a time" thing I guess... A tiny planet is much better defended (with ships of all sizes as well as units!) than a bigger one. With the AI sending colony ships out to random locations that happen to have good planets, it can't expand fast (this is only an issue in an All Vision game so don't worry).

I guess i will have to reset facility tonnage to stock. My concept did not yeld the expected results...

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Re: Making a purchasing system for IRM.

Submitted by Psieye on Sat, 2007-02-24 17:57.

Fallen Haven wrote:
I guess i will have to reset facility tonnage to stock. My concept did not yeld the expected results...
Keep a backup of current facility tonnage just in case v1.30 does something new to the purchase system again. We'll know in... 10 days or so maybe? Afterall, new patches come out 1st Monday of new calendar month usually.

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Re: Making a purchasing system for IRM.

Submitted by evilginger on Sat, 2007-02-24 18:13.

I wouldn’t change any thing major about the mod yet as we really cant yet foresee what the next patch will do and the changes in facility size are one of my favourite things about the mod and I would be reluctant to sacrifice it unnecessarily.

I would concentrate on getting the AI to be more aggressive in wartime if that’s possible. At the moment the AI defends well but it tends to wait to be attacked for far too long when at war.

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Re: Making a purchasing system for IRM.

Submitted by Psieye on Sat, 2007-02-24 18:43.

Well... in order for the AI to make an offense, it needs some ships... we can't work on aggression until we get the purchase algorithm sorted so it can actually have a fleet to send out.

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Re: Making a purchasing system for IRM.

Submitted by evilginger on Sat, 2007-02-24 18:47.

I agree but even when it has a fleet it doesn’t attack with it even when it is at war. This I feel is something which could be addressed sooner rather than later

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Re: Making a purchasing system for IRM.

Submitted by Fallen Haven on Sun, 2007-02-25 08:10.

evilginger wrote:
I agree but even when it has a fleet it doesn’t attack with it even when it is at war. This I feel is something which could be addressed sooner rather than later

But was my AI more aggressive before or it always been that way?

Btw, the AI, tries to have a bigger fleet that the enemy before considering attacking. Also, if there is enemies in it's territory, it will stop attacking to deal with the treat (because it switched to defense). The problem might be that no matter how insignificant the treat is, the AI will switch to defense...

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Re: Making a purchasing system for IRM.

Submitted by evilginger on Sun, 2007-02-25 08:29.

It was more aggressive than this in v0.54 & 0.6 in the current test game v0.8c the Abedon have not attacked me in the 50 or so game years the war has been going on and initially I had hardly any combat fleet only a score of armed scouts scattered over the map.

They have colonies in my systems which I am conquering slowly as they are very well defended and I have the odd colony in their systems which have not been attacked. The only engagements not due to accidental meetings of armed ships at warp points have been my system defence fighters shooting up colony ships and their escorts (all frigiates) and lone scouts. As far as I know the Abedon are not at war with any one except me

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I wish i knew what i did wrong...

Submitted by Fallen Haven on Sun, 2007-02-25 11:21.

I never meant for the AI to become so weak. I improved the designs, improved it's research, but somehow i crippled it's capacity to assault the player.

I guess i will have too look on the old code to see what new stuff i added made things worst. I suspect some of the new code from Aaron was worst than the one i based my mod on. It's sad than Maran did not pursue making it's AI. His code might have been buggy, but the results were there...

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Re: I wish i knew what i did wrong...

Submitted by Henk Brouwer on Sun, 2007-02-25 11:48.

Maybe it's the reduced sensor range, it has become very small in the last IRM version. The AI probably won't attack unless it can see a colony, or does the AI have a memory for where it has seen colonies or ships?

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Re: I wish i knew what i did wrong...

Submitted by Fallen Haven on Sun, 2007-02-25 12:29.

Henk Brouwer wrote:
Maybe it's the reduced sensor range, it has become very small in the last IRM version. The AI probably won't attack unless it can see a colony, or does the AI have a memory for where it has seen colonies or ships?

That's not it. The AI does remember what it seen. Unlike the player, the AI keep track of all enemy planets it has seen, it does not matter if it's within sensor range or not. And my AI was having problem attacking before i reduced the sensor range.

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Re: Making a purchasing system for IRM.

Submitted by Psieye on Sun, 2007-02-25 12:32.

Fallen Haven wrote:
Btw, the AI, tries to have a bigger fleet that the enemy before considering attacking. Also, if there is enemies in it's territory, it will stop attacking to deal with the treat (because it switched to defense). The problem might be that no matter how insignificant the treat is, the AI will switch to defense...
Mmm ok so let's assume we fix the "why won't AI build big fleets" and "1 facility per turn" logistics issues. Once it has a fleet and has decided it's big enough to make a good attack on a smaller military power it should just charge ahead and forget about its defensive duties.

In fact, it should make at least 2 fleets really, so that one can go on the offense and not have to worry about defending because the 2nd fleet will stay behind to get reinforced and defend. Even with the current purchase system the AI knows how to build up full colonies into strongholds (lots and lots of units - just give it a high priority to build weapon platforms, preferably with point defence) that tiny threats can't even think of assaulting.

Really, once it's gotten big enough to even make a fleet that it considers worthy of Offense, it should be capable of building enough ships in response to defence before its empire gets too badly crippled. Empires are resilient things. Truly advanced would be to request (and actually get) reinforcements from other AI allies, but that's diplomacy code which we'll worry about way later.

Therefore the Offense fleet should never worry about the AI entering Defensive mode and just carry on - attacking is in itself a defensive act. Similarly, the Defence fleet should never worry about the AI entering Offensive mode.

Basic Sensors... we've discussed this already yes - a little too nerfed. I suggested that range increases every 2 not 3 levels. Maybe even increase the range of Lv 1 Basic Sensors (back to 3 or up to 4) and make the (now separated from combat sensors) Basic Sensor tech much more expensive. It's the AI that needs vision more than we do afterall. [Edit: Oh ok, so the AI does remember]

Mmm, if I didn't feel so pressured with my time here with RL and other things, I'd take a look at AI programming myself. Taking a look at exactly what new code Aaron introduced would be good though - as in has all his changes been in AI script files that we can change back?

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Re: Making a purchasing system for IRM.

Submitted by Fallen Haven on Sun, 2007-02-25 12:42.

Psieye wrote:
Fallen Haven wrote:
Btw, the AI, tries to have a bigger fleet that the enemy before considering attacking. Also, if there is enemies in it's territory, it will stop attacking to deal with the treat (because it switched to defense). The problem might be that no matter how insignificant the treat is, the AI will switch to defense...
Mmm ok so let's assume we fix the "why won't AI build big fleets" and "1 facility per turn" logistics issues. Once it has a fleet and has decided it's big enough to make a good attack on a smaller military power it should just charge ahead and forget about its defensive duties.

Ideally, it's what it should do, but the way Aaron programmed it, it's a ALL OR NOTHING approach. All fleets go into offense or in defense, there is no offensive or defensive fleet like a player would do. Also the AI don't know how to attack with ships that are not part of a fleet. You don't need a fleet to kill scouts or small raiding forces, but the AI will use whole fleet for that.

Quote:
Really, once it's gotten big enough to even make a fleet that it considers worthy of Offense, it should be capable of building enough ships in response to defence before its empire gets too badly crippled. Empires are resilient things. Truly advanced would be to request (and actually get) reinforcements from other AI allies, but that's diplomacy code which we'll worry about way later.

That's something we are not likely to see for a while.

Quote:
Therefore the Offense fleet should never worry about the AI entering Defensive mode and just carry on - attacking is in itself a defensive act. Similarly, the Defence fleet should never worry about the AI entering Offensive mode.

Once the ship production is fixed, i might take a look if i can make defense only fleets. Right now the AI use all it's fleet the same way, it will defend it's planets with troop transports and bombardment ships because it doesn't know they are only good to attack planets...

I don't understand all the code yet, i'm not sure of all the consequences of the changes in the code. Also part of the problems are hard coded.

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Re: Making a purchasing system for IRM.

Submitted by Psieye on Sun, 2007-02-25 12:52.

Mmm, this is quite insightful why the AI never could do think strategically... Is that "ALL or NOTHING" response done in the AI script alone or is it more hard-wired? Just how much of the AI's stupidity can we re-write?

*glances at the open source IRM AI scripts*

Can we define a new AI State (call it "AttDef" or something) where the Fleets still go on the offense, but unit production is boosted to say 50% and it places a very high priority on deploying satellites, fighters, mines and most importantly - weapon platforms? Ok so it doesn't know how to make ships to anything without fleets, but it can still build ships which simply hover over a planet surface to act as even more garrison - yes?

Such a strategy will at least force the enemy empire to sit and reinforce their offense fleet if they're to continue attacking. This would be risky considering the AI is also attacking and thus, production needs to go into defense too.

---Sig---
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Re: Making a purchasing system for IRM.

Submitted by Fallen Haven on Sun, 2007-02-25 17:42.

Psieye wrote:
Mmm, this is quite insightful why the AI never could do think strategically... Is that "ALL or NOTHING" response done in the AI script alone or is it more hard-wired? Just how much of the AI's stupidity can we re-write?

A lot of it. Aaron seem to have planned a lot more than what is currently in the script, we have some functions we can use or add to make AI actions more intelligent. Of course my mod make things much more complicated since the AI has a lot more than just generic designs to use, and the production can allow much larger fleets (though i plan to make a little balancing, i had some new ideas i want to test out).

Quote:
Can we define a new AI State (call it "AttDef" or something) where the Fleets still go on the offense, but unit production is boosted to say 50% and it places a very high priority on deploying satellites, fighters, mines and most importantly - weapon platforms? Ok so it doesn't know how to make ships to anything without fleets, but it can still build ships which simply hover over a planet surface to act as even more garrison - yes?

Ships guarding planets or warp points are not part of any fleets, though they can be called to join them.

Quote:
Such a strategy will at least force the enemy empire to sit and reinforce their offense fleet if they're to continue attacking. This would be risky considering the AI is also attacking and thus, production needs to go into defense too.

I believe we can program something in that regard. The scripts have the potential, we just need to figure it out.

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