Topic: News about AI
Tibor Topic Opener |
Posted at: 2017-05-13, 21:58
As there was some comment about empire and marble, I did small comparison - trunk vs my branch, all players empire, 4 hours, and here are the results:
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Tibor Topic Opener |
Posted at: 2017-05-18, 18:41
I figured out the mysterious issue with the buildings, I believed it was about gaining new buildings, but instead it was used when AI is scanning vicinity for enemy sites. AI needed to find out if the site is militarysite and tried to find it out via building observer. Now I get this info via building description.... So indeed it was my fault... Top Quote |
GunChleoc |
Posted at: 2017-05-18, 18:48
Glad to hear that you found the problem Busy indexing nil values Top Quote |
Tibor Topic Opener |
Posted at: 2017-05-22, 21:46
Hi,
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WorldSavior |
Posted at: 2017-05-23, 01:23
"Basic economy" sounds like a nice idea, but why do the lists look exactly like this? And maybe it would make sense to introduce different basic economies for different situations? (depending on win conditions and distances to other tribes for example) Wanted to save the world, then I got widetracked Top Quote |
Tibor Topic Opener |
Posted at: 2017-05-23, 06:17
Of course, I dont insist that the lists are final. Everybody can test various lists, because no recompilation is needed, only editing of lua files. As for two or even multiple lists - this again brings complexity, though I understand that the idea have some merits. We would need also some heuristics how to define what list to use. And somebody would need to compile and these lists... Top Quote |
WorldSavior |
Posted at: 2017-05-23, 14:01
I would like to suggest the following changes, and this might be the very basic: . barbarians: barbarians_wood_hardener second wood hardener 49 / barbarians_lime_kiln well no reedyard no bakery no micro_brewery 56 / barbarians_tavern 58 / barbarians_smelting_works 62 / barbarians_metal_workshop no farm 74 / barbarians_ironmine coalmine fisher or 2 hunters+ 2 gamekeepers . empire: 85 / empire_stonemasons_house 86 / empire_sawmill no bakery 90 / empire_vineyard second vineyard (extremely important!) 91 / empire_winery 93 / empire_tavern no farm 111 / empire_marblemine fisher or 2 hunters, or at the strange maps where it's not possible: 2 farms+1mill+1 bakery+1 well . atlanteans no fishers_house 20 / atlanteans_sawmill second sawmill no smokery no mill no bakery 32 / atlanteans_farm 34 / atlanteans_spiderfarm 35 / atlanteans_weaving_mil well no crystalmine . some comments: the atlantean crystalmine is rather one of the last buildings which is necessary The AI builds it too early in general. maybe it would be better to include more small buildings in the lists? They are in most cases more important than bigger buildings. and the marble economy would be a little bit weak if there is just one mine. Probably another mine would be needed - and in this case also a toolsmithy - or many stonecutters for support... Wanted to save the world, then I got widetracked Top Quote |
Tibor Topic Opener |
Posted at: 2017-05-23, 16:00
@WorldSavior: I see you reduced the lists a bit - this is good, the basic economy is intended to be as minimal as possible and be achieved as soon as possible. Small huts are excluded from that limitations (cutters, rangers, quaries, fishers, quarries) Also current code rules are "one building per type only" with hardcoded exemption for sawmill, but that can be changed, of course, though these buildings are really intended for "security" only to avoid material lock, ideally for first 20-40 minutes of game and then AI will follow own rules, so I would not make that very complicated.... Have you tested your suggestions with my branch? I will wait till you confirm me that your lists work good enough... Top Quote |
WorldSavior |
Posted at: 2017-05-23, 17:04
So maybe the lists should be even smaller?
You already told that But those buildings are often really "basic", and some of them are the most important ones
Okay... But the current code rules seem to be very suboptimal
No, of course not But I think that some things are pretty obvious! For example that Atlanteans should not give high priorities for a crystal-mine-economy before they have build a good wood economy, a cloth-economy and a tool-economy. (Super rare exception: Maps without cuttable stone, of course) Or that a lack of a second vineyard can slow down the Empire like hell (especially if it builds a farm, which is usually not really important but costs 2 marble columns) Or that barbarians will suffer if they don't focus early on tools, or if they use only one wood hardener, or if they might forget hunters/fishers etc. Wanted to save the world, then I got widetracked Top Quote |
Nordfriese |
Posted at: 2017-05-23, 18:29
In my experience, barbarians don´t suffer from having just 1 wood hardener. I only ever build 1 of those in the beginning and my blackwood supply is steady enough (if I give highest priority to logs in the wood hardener). Also, I think the fernery is pretty important and should be added to their basic economy. Top Quote |