Better AI Latest Version

New build posted 1/25

release notes:
Governor Changes:
- Recognizes the value of high food tiles better.
- More likely to work food tiles under slavery.
- Will put more weight on hammers when near the happy cap.

Military Changes:
- More flexible in training, use and placement of defenders.
- Small attacking groups more likely to pillage
- AI more likely to declare war when it should (wont sit on a large army).
- AI more likely to declare early in the game.
- AI wont commit to large scale military buildups until it has real units, unless forced to.
- Bombard bug fixed.

Economy:
- Tweaked the wonder building, expansion and unit training balance.
- Minor tweaks to building values.
- Workers will team up to improve strategics.

Strategy Changes:
- AI more likely to Missionary in favor of Dagger.
- AI less likely to Dagger in general, especially on aggressive.
- AI more likely to Crush and Vassals now handled consistently.

Exploring Fogbusting:
- General tweaks.
- Fogbusting units less likely to move when enemies are about.
- Can explore with air units.
- Visibility calculations should be faster (less lag)
- All exploring units will attack barbs on huts if the odds are good enough.

Other:
- Out of Sync error should be fixed.
- Bug fixed where AI has no Warplan.
- Several Asserts should be fixed.

Everyone is asked to download the "Assert" version for more comprehensive testing. However, there is a non-assert version provided for those who are experiencing problems (particularly those with some video cards when playing under fullscreen mode).

Assert notes:
This build is intended for testing.

This build contains "asserts" which are statments which should be true, if everything is running properly. These extra checks are done, if any of these asserts fails, then a window is shown displaying which assert failed.

It is very important to capture everything in this message if you get an error. A save game file prior to the assert is ideal, with instructions on what to do to trigger the assert (ie, end turn or move the tank northeast to London).

Please report any asserts on the thread on Civ Fanatics:
http://forums.civfanatics.com/showthread.php?t=204045

The best thing to do is to click the "Ignore (once)" button once you have all the information recorded. If you get the same assert multiple times, you can click the "Always Ignore" button. If you quit your game, you will have to click the always ignore one more time.

If you are playing in fullscreen mode, you should dismiss the assert window (clicking an ignore button) before clicking anywhere else, or your machine may get wedged.

This build is SVN revision 298.
 
Hey,

Just been testing out the mod and on muti-player still getting out of sync error. Anything i can try to fix this? i'm going to try to go back to the last test version and see if that fixes it.

Thanks for any help.
 
Can anyone tell me what is the Dagger feature?
The only meaning i can find is knife but i don't understand what does really mean in CIV4 context :)
 
Can anyone tell me what is the Dagger feature?
The only meaning i can find is knife but i don't understand what does really mean in CIV4 context :)

Means that hte AI will make 'suddenlly' a mass amount of offsensive units, choose target and attack fast(or at least it is suppose to) :)
 
Iustus, when you post a build, could you also tell us what revision in Subversion it is? It would really help those of us merging BetterAI into our Mods.

For example, is this build based off of SVN version 297?

Thanks!
i think (based on my own experiencies, so i can be wrong) that this is based on rev. 297 (or 298 - which is merging all to vanilla)
 
Hey,

Just been testing out the mod and on muti-player still getting out of sync error. Anything i can try to fix this? i'm going to try to go back to the last test version and see if that fixes it.

Thanks for any help.

What we need is a reproducable case of this. Ideally a simple set of instructions which will cause the problem.

There are four different sync checks, which are done in successive turns, so the cause of the out of sync problem might have been something as much as 4 turns previously, but my primary candidate, a random that is not in sync, is checked every turn.

Sit down with one friend, make as small and simple a map as possible, and start keeping track of what you do. Do autosaves work in multiplayer? If so, set it up to autosave every turn for 30 turns or more.

Once you get a sync error, go make a copy of your autosave folder, so you do not lose any of the saves.

Now go back one turn previous autosave, try that save, try to do exactly the same thing. Click the same spots, move the units in the same order, everything. Do you still get the sync error?

If so, try doing something totally different, do you get the sync error?

If so, go back one more turn, and repeat.

Try to determine what action you take that causes the sync error, and what action if you do not take, the sync error does not occur.

It could be something like (perhaps repeating one of these):
(1) turning the build governor on or off
(2) turning the citizen governor on or off
(3) building a unit
(4) putting a unit on automation (explorers, workers, etc)
(5) clicking examine city after completing a build, rather than picking one of the choices, forcing it to give you another suggestion
(6) clicking big picture rather than choosing a tech choice after finishing a previous one, forcing it to give you another tech suggestion
(7) moving a unit somewhere
(8) canceling automation of a unit, perhaps before the unit has moved yet
(9) something else entirely

The more detail you can give, the easier it will be to track this down.

Can you get it to happen with zero AI players? That would make tracking it down even easier.

Whatever is causing it, it has to do somehow with something the human player is doing, some interaction with something one person does, that another does not do.

Every time we generate a random number, we have to do it in a different way if it is being done on every machine on the network, or just on your local machine. I suspect the bug is some case where we are using the wrong function, thus using the network random when we should not, getting that machine out of sync with the others. That is why I suggested those examples above, of course, I poured through the code and could not find any cases in that code that seemed to be wrong, so it might be somewhere else that I do not expect.

-Iustus
 
From my experience with PTBS games, I highly recommend only playing with BetterAI as a mod, not as a customassets dll. Further, remove it from your custom assets folder.

See if that fixes the OOS. It fixed an OOS for several of us in the PTBS community.
 
From my experience with PTBS games, I highly recommend only playing with BetterAI as a mod, not as a customassets dll. Further, remove it from your custom assets folder.

See if that fixes the OOS. It fixed an OOS for several of us in the PTBS community.

I wholeheartedly agree. CustomAssets is the middle man that needs to go away. It's just way too error-prone. If I were king, every mod and modpack released on these forums would have instructions to put things in My Games\Warlords\MODS\<mymod>. That would cut down on 90% of "tech support". :cool:
 
What we need is a reproducable case of this. Ideally a simple set of instructions which will cause the problem.

There are four different sync checks, which are done in successive turns, so the cause of the out of sync problem might have been something as much as 4 turns previously, but my primary candidate, a random that is not in sync, is checked every turn.

Sit down with one friend, make as small and simple a map as possible, and start keeping track of what you do. Do autosaves work in multiplayer? If so, set it up to autosave every turn for 30 turns or more.

Once you get a sync error, go make a copy of your autosave folder, so you do not lose any of the saves.

Now go back one turn previous autosave, try that save, try to do exactly the same thing. Click the same spots, move the units in the same order, everything. Do you still get the sync error?

If so, try doing something totally different, do you get the sync error?

If so, go back one more turn, and repeat.

Try to determine what action you take that causes the sync error, and what action if you do not take, the sync error does not occur.

It could be something like (perhaps repeating one of these):
(1) turning the build governor on or off
(2) turning the citizen governor on or off
(3) building a unit
(4) putting a unit on automation (explorers, workers, etc)
(5) clicking examine city after completing a build, rather than picking one of the choices, forcing it to give you another suggestion
(6) clicking big picture rather than choosing a tech choice after finishing a previous one, forcing it to give you another tech suggestion
(7) moving a unit somewhere
(8) canceling automation of a unit, perhaps before the unit has moved yet
(9) something else entirely

The more detail you can give, the easier it will be to track this down.

Can you get it to happen with zero AI players? That would make tracking it down even easier.

Whatever is causing it, it has to do somehow with something the human player is doing, some interaction with something one person does, that another does not do.

Every time we generate a random number, we have to do it in a different way if it is being done on every machine on the network, or just on your local machine. I suspect the bug is some case where we are using the wrong function, thus using the network random when we should not, getting that machine out of sync with the others. That is why I suggested those examples above, of course, I poured through the code and could not find any cases in that code that seemed to be wrong, so it might be somewhere else that I do not expect.

-Iustus


Will do, right now we had 2 players and 6 AI. And it was happening all the time now little later we did 3 layers and 3 AI and seems to be fine with only 3 AI. Next time this happens i will make a save and test thanks for the all thelp and keep up the great work!
 
Iustus/Blake, could you please package release notes with the Handicaps file? I finally noticed after all this time that I can click on the "Release Notes" button at SourceForge to see the Handicap changes, and that's the only place I've ever found them.

Also, can you confirm that it's intentional to use the animal attack probabilities from Vanilla 1.61 instead of Warlords? Should there perhaps be separate Vanilla and Warlords versions of the Handicaps file due to these differences?

Thanks!
 
New build 1/29 on SourceForge

Asserts, Sync Problems and Such:
- Many asserts and associated bugs squashed.
- Most out of sync problems related to explore code fixed.
- Added additional logging to MPLog for tracking OOS errors.

AI Economy / Governor:
- AI puts more focus on essential economy builds.
- AI less likely to build useless buildings.
- Trade Routes on buildings properly valued.
- Exp buildings (barracks, dry dock) valued correctely (finally)
- Smarter worker allocation when city is performing a process, especially build culture.
- Build Governor will train workers if there is dire need for them.
- General tweaks to governor (both AI and Build)

AI Military:
- Extra warmongery leaders now "Dagger Harder".
- Barbarians wont whip or draft.
- Fixes to the way unit groups split.

SVN revision 327
 
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