Brainstorming: Weaknesses of the AI

The AI seems to like moving its units around in stacks for protection. This is good. The AI also seems to like stacking two-move units with one-move units. This is bad. If the AI can be convinced to only stack hunters with mobility warriors and warriors with other one-move units, they'd get a lot better milage out of their units. Just a minor issue, but I thought I saw something about you guys working on making the AI stack their units, so I decided to bring this up.
 
just an easy-to-fix problem I noticed:

The AI doesn't realize that your alignment effects lawbringers. Watching 5 lawbringers all withdraw in a row was amusing, but all those conjurers should have been summoning something else!
 
I don't believe that AI_attackOdds was the only thing that changed from Warlords. I'm talking about the AI sending an effective seiging machine back at the player, using navy more effectively, attacking other AI more often, and using multiple stacks that make the player actually need to respond to defend their cities after the first assault.
 
Cassiel attacked me with a unupgraded sidhelle in my last game. At least he moved her about with one of his attaking stacks and so she die'd as an adventurer.
 
The AI doesn't understand how to use units with hidden nationality. Playing with a barb trait leade the animals never attacked my goblin.
 
I beg to differ. I had Moe,Larry and Curly with the hidden antionality tarit with Charadon. And there were neing attacked every other turn by Barbarian skeletons,goblins,and orc spearman as well as AI Civs units that were close enough to do so, later game saw Khazad sending a chariot into my lands(open borders) every three turns or so to attack my giants. Hey free experience for them.
 
Frozen-Vomit said:
The AI doesn't understand how to use units with hidden nationality. Playing with a barb trait leade the animals never attacked my goblin.
Animals still won't attack you as barb, but you can attack them for xp or subdueing.

I have seen the barbs use mercs offensively when not at war, but not too commonly.
 
Nikis-Knight said:
Animals still won't attack you as barb, but you can attack them for xp or subdueing.

I have seen the barbs use mercs offensively when not at war, but not too commonly.

Well I think the animals should attack you: It's one thing for orcs and goblins deciding that you are friends, but why should a giant spider refuse the eat tasty goblins and such...
 
AI does not seem to like building fishing boats and the AI considers ancient temples resource worthless (found that by asking an AI what he wants for it and he literally offered it for nothing).
 
You gave an AI something for a temple resource? Why would you do that?

- Niilo
 
Gamestation said:
AI does not seem to like building fishing boats and the AI considers ancient temples resource worthless (found that by asking an AI what he wants for it and he literally offered it for nothing).

I noticed this as well in the recent move to 0.16. The AI ignores its ocean resources with a dedicated passions; the Sailor's Dirge enjoys my territory the most as a result. Haven't tried that with Ancient Temples yet as I've yet to play a game where anybody with an Ancient Temple resource gets to keep that city for long enough to extract it...
 
Someone at the Apolyton is making an improvement for the basic AI of the game. Could be worth looking into.
 
I've tried a couple of "Total War" games (all civs at war with all others).

You get a few turns of fighting, but, the AI's bog down totally - they don't get much beyond Hunters, which renders crushing them rather trivial. (An archmage will just empty a city...
 
I like forts as a concept.
Forts in the game as implemented suck. (they should be at least +50% def)
The AI does not normally use forts as they are now.

There are at least 2 aspects to the AI use of forts:
1. The AI must build forts competently
2. The AI must man the forts once they are built

The first part can be accomplished with some simple XML changes.
The AI builds everything based upon yields, and thus giving Forts a yield, particularly a food yeild, will encourage the AI to use them. To discourage fort spam even further, the bonus given for a fort should be lower than that of other improvements except under certain cercumstances.
Limiting forts to hills, allowing forts in forrests, and giving a commerce bonus next to rivers all encourage good fort placement.
With a couple of civics or techs that grant a +1 food or +1 Production modifier, the AI will happily build forts on marginal hills like desert, and tundra, and sometimes even plains and grassland depending on the needs of the AI, but only when the AI is running the appropriate civics. I've used Conquest and military state myself, and found that the civs that favor those civics will build a couple of forts here and there, and civs that don't like those civics won't tend to build forts at all.

The Ai also loves to get tradable resources, and if one places sentry towers on the map, and/or has sentry towers appear with high probability in fort improvments, then the AI will happily build forts to harvest this bonus. The AI loves happiness and health bonuses the most.

With some a yeild as small as +1 F and the other settings I've mentioned, the AI will like to build forts on hills, particularly forrested hills next to rivers, which also happen to give the forts the best defensive chances.

So, as far as the first part of using forts goes, I think it's not too hard to get reasonable results from the AI.

The second part, getting the AI to man the forts, is more difficult.

Once you have a fort built, there is no AI mission to man a fort, UNLESS the fort also harvests a BONUS resource. Then you can use the AI_GUARDBONUS mission.

As Sureshot, and likely others know, if you give +1happy to sentry towers and allow forts to harvest sentry tower bonuses, then the AI will man forts to protect the sentry tower.

With 1 or 2 minor edits to the SDK, it would be possible to do something better:
First, a new mission AI_GUARD_FORT mission could be added and given an appropriate weight. this is probably the best and cleanest way to go.

Or...a simple change to the AI_BonusValue method would allow fort improvements, reguardless of the presence of BONUSES or not to be given a good chance of being chosesn when the AI is selecting a plot to guard.

One last thing you need to consider for such an AI change is that the AI makes fairly limited amounts of RESERVE troops, exept for mages and priests. Only Reserve troops can be given the GUARD mission as things stand now, and unless leaderhead XML is edited to encourage more RESERVE troops, then forts (and other bonuses in general) can have a tendancy to be guarded by mages and priests.

I'd be happy to make these changes myself, but I have a hunch that the required methods have been edited from the standard SDK.

The proper use of forts would be more exciting in conjunction with Blake's improved economies and worker functionality...as they result in better cities, and larger, more advance armies from the AI.
 
I'd like to try to experiment with the AI a bit so I was wondering what changes you've made to the AI in the SDK. Have you inserted a new mission type for enchantment type spells or is it implemented like choosing a promotion?

I've done some basic AI programming before, like heuristic searches, min-max algorithms and simple neural nets, so I hope I'll be able to make something happen. I'd like to try to get the AI to target spells like Rust and Fireball so if you could give me a hint on where to start, I'd be very grateful.
 
DieselBiscuit said:
I'd like to try to experiment with the AI a bit so I was wondering what changes you've made to the AI in the SDK. Have you inserted a new mission type for enchantment type spells or is it implemented like choosing a promotion?

I've done some basic AI programming before, like heuristic searches, min-max algorithms and simple neural nets, so I hope I'll be able to make something happen. I'd like to try to get the AI to target spells like Rust and Fireball so if you could give me a hint on where to start, I'd be very grateful.

I will be uploading the source code later today.
 
Gamestation said:
Someone at the Apolyton is making an improvement for the basic AI of the game. Could be worth looking into.

I checked that thread and that guy really made some NICE changes to the AI. Most of them, like improved AI city placement, could easily be added to ffh.

Playing with his AI changes, the AI seems much smarter and humanlike. Would it be possible to implement some of his work in ffh?
 
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