AI Questions for the upcoming BM 1.11 and beyond |

Mainly these are questions to Captain Kwok. I've been absent for months and still don't have time to actually play v1.58 after waiting for the patch to finally come out. So I'm in no rush for BM 1.11 to come out, but I am curious whether the AI in it will be able to do some of the following:
1) In an "AI vs Humans" team game, will the AI understand that it must form top-level treaties with other AIs immediately, and offer nothing but Immediate, Unrelenting War on Human Players? It was said that BM 1.11 would incorporate Alliance code, so will all these team AIs form a big Alliance (or is this an irrelevant question?)?
2) Will some AI consider (in late-game presumably) going for Stealth tech and utilising it?
3) Have we found solutions for "the AI keeps sending single ships to this well-defended chokepoint - why doesn't it ever send a big fleet or swarm of drones instead?" situation?
4) If I give a custom, Suicidal bonus of "x60 construction speed, x60 resource/research generation" (with Intel switched off) to the AI through Settings.txt... Is the AI capable of placing many items on its build queues if they'll all be built in one turn? I recall in the early days of IRM this wasn't possible (it'd only ever build 1 ship per turn per queue no matter how fast they could be churned out) - as in, the 'purchase algorithms' had to be upgraded.
5) Following on from 4) above - if it can build massive quantities of ships in single turns with this Stupidly Suicidal AI bonus... Will it be able to organise them into large Fleets and send them towards meaningful targets, while keeping a strong defence force?
6) Does the AI know how to shuttle the correct breathers to correct atmospheres when it gets new immigrants/conquered citizens? Can it get rid of Domed Colonies if it has appropriate breathers and transport ships - both within reasonable reach?
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For reference for others: the default "High AI Bonus" only gives something like x5 resource/research/intel and x4 construction.

Re: AI Questions for the upcoming BM 1.11 and beyond
There's no way to return which specific order a ship currently has (only the number of orders) so its fairly difficult to update ships on the fly. Currently, I'll have their orders cleared if they are low on supply. Most attack orders are set up in such a way so that they are executed in a turn's movement, which keeps a fleet or attack ship able to react to the map next turn.
The AI builds and uses both BSYs and SYSs. It typically builds a couple of BSYs early and a couple here and there afterwards. SYSs are built as soon as medium freighters are available and are capable of building defense bases on WPs to enemy space - although sometimes they mess up and build them elsewhere. 
The AI sets a budget each turn to spend on construction. The usual priority is Facilities > Ships > Units. Ships are typically added to the fastest queues that are empty. Units end up at planets that generally have the lowest cargo space used. The AI is set to build resource facilities just to keep a bit ahead of their maintenance costs and so need a bit of a buffer to react when there resources reach a level that is considered low. With high construction usage, costs tend to rise faster than the AI can react to and they can sometimes bankrupt themselves in one of the resources.
Fleet numbers were down in v1.10 but units were up, which was opposite to v1.09. 
Re: AI Questions for the upcoming BM 1.11 and beyond
One big step would be the ability to get a the order of any space vehicle (Maybe just an Enum where you can iterate through).
For Scripting you would then have something like Vehicle_Has_Order(number) which you could than exploit to use.
I haven't begun looking at the formulas yet, but there surely is something like "Change_Vehicle_Order" - so in conjunction with the above that could make the AI react differently based on supplies, ordnance, damage or other factors. (If such a thing is implemented, of course
)
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Re: AI Questions for the upcoming BM 1.11 and beyond
Which is why some of us increased the Facilities to higher levels. 
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Re: AI Questions for the upcoming BM 1.11
1. AIs in team mode form partnerships as soon as possible. They will not declare war on the human player right away, but will not make a treaty either. Depending on their personality, they will either quickly or slowly drift to a war state if no other causes are immediate. AI alliances will not be re-vamped until v1.12.
2. The AI is setup to use stealth armor and cloaking devices right now. However, the order to cloak or de-cloak does not work and requires a hard code fix.
3. The AI does place fleets and defences and at bordering warp points in various degrees of efficiency. There's no specific orders in place for Drones to attack through warp points - but some races will use Drones more frequently in other ways.
4. I've had it setup that way for a few versions in the past, but generally found the AI overspent or filled it's queues unevenly. There's ways around it, but probably not worth the effort at this time.
5. It depends on the circumstances. If a fleet is waiting for too many ships at once to join, then sometimes it's movement is hampered.
6. The AI has been able to optimize it's planets and breathable populations for quite some time. It uses the quick and dirty "eject non-breathers to space" technique when breathers are present.
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