I've seen a Frisian AI build three+ reindeer farms in close proximity.
That's too much if the whole economy is still small. For big economies it can make sense...
Agreed. One can't evaluate an AI behaviour without knowing the circumstances.
The AI also seem to prefer building small military buildings near areas of recent military conflict, which weakens their position. I am not sure if either of these behaviours are new.
Yes, that's right. I think it's new. The AI now also dismantles military building close to their frontlines and/or sets soldier capacities very low
That is indeed a behaviour I find annoying and can confirm. On my usual map to watch 4 AI / 4 tribes matches this is the reason for the matches lasting very long. Perhaps we could improve the algorithm on this site. At least it is on my list for after b20. I believe the AI has difficulties considering different military influence on crucial fields but I need to dig through the code and values more thoroughly.
Thanks for taking care of that
For example Atlantean AI's often fail at making a tool production running: They build too many quarries so the picks are wasted for stone, and then they build 2 crystal mines very soon, so they cannot occupy their iron- and/or coal-mines without putting the miners from the crystal mines into the other mines (which they are not able to do).
I noticed this as well very often but after a change in the code and additional training it seemed to be better in recent builds. Maybe we could do something about this by the definitions of basic buildings. Do you have a special map where this is especially evident?
I've never needed more than one crystal mine. Maybe two on very huge maps without other stone sources. The AI should not make two. Maybe put a limitation like "don't make more than 1 for the first three hours of game"?
Been lurking for a while, just finishing up a few projects before I move to new coding challenges.
It seems to me that AI playing and AI control of human players assets are both severely broken and have always been so, in different ways in different versions. My plan was to start from scratch and build a new working AI so players could make a meaningful choice about the level of AI used, currently at best the AI does not reach what I would term very weak.
Nice that you want to work on the AI
In checking the new tribe I noticed the scale errors in all the buildings, a barbarian barrier on a map near a small frisian building looks like a crate of beer on the doorstep.
I think that this is a little bit like exaggeration...
I am thinking of doing a lot of graphics work before the AI as it is so disconcerting to look at the size errors, and watch people on roads walking through buildings.
Well, the graphics of Widelands don't mean to represent the real world exactly... The advantage is that you can still easily see the people while the buildings are not too big.
I am not sure where the idea that the frisian tribe are weak comes from, playing them myself or with AI it is obvious they are the best tribe on many maps and they are easy to play, why are they experimental?
The idea is from me. On which maps do you think are they the best tribe, and why are they easy to play? They need a lot experienced workers and upgraded buildings...
Recently I compared Frisians, Atlanteans and Barbarians on "Ice Wars" rather directly. The result was that Frisians are still much much weaker than the other tribes on big maps.
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