Random AI thoughts from FireTuner Autoplays

notque

Artificially Intelligent
Joined
Nov 13, 2005
Messages
2,171
Settlers really wander aimlessly. Really great settle locations, and settlers will just not settle, and move around in loops at times.
 
It feels like a place I could add some value is fixing the scoring of settler locations.

It is incorrectly taking into account resources that are already taken by other cities. So it's building multiple cities with no resources next to itself, not realizing it.
 
Maybe it's just this run, but a TON of AI units, but no attacks at all on other civs.
 
Finally a war, and a civ steamrolled over another city into the red with no units by the defending player. The second the defending players units got there, the entire army retreated instead of just taking the city.
 
now after the age change, we are getting serious wars with cities being taken.
 
AI sends settler out to die with obvious many units to attack it
 
AI after losing first settler, doesn't make another one for 100 turns. All the rest of the AIs were fine though.
 
I've been working on it all day, the challenge is the lack of documentation about what things do, and so many settings ported from civ 6 that don't seem to do anything.
 
Yes, something is definitely off with AI settling, they usually undersettle, and even send them to very far away spots that many times end in no settling.
 
Yes, something is definitely off with AI settling, they usually undersettle, and even send them to very far away spots that many times end in no settling.

Yep, been working on it all day. I have it working better, but there are many bugs I am trying to sort out. The one driving me crazy right now is if an ai settler needs to heal, they get stuck and never move after.

I'm working on the behavior tree right now to try and fix it.
 
Yep, been working on it all day. I have it working better, but there are many bugs I am trying to sort out. The one driving me crazy right now is if an ai settler needs to heal, they get stuck and never move after.

I'm working on the behavior tree right now to try and fix it.
Thank You for your hard work
 
I saw AI send a single settler around just to get wrecked by an independent power.

I changed Independent Power spawns down to 2 from 3 and it made the AI settle more towns. I think there's a way to tweak how much the AI prefers settling near their capital.
 
I saw AI send a single settler around just to get wrecked by an independent power.

I changed Independent Power spawns down to 2 from 3 and it made the AI settle more towns. I think there's a way to tweak how much the AI prefers settling near their capital.

The AI settling is a total disaster. It's way worse than you imagine. I hope to have a mod out soon to fix it.

If you really want to make the independent powers more reasonable for the AI, slowing down how quickly they go full force attack would be the way. They are set to maximum aggression, with an army to bear, and the AIs just cannot do anything with it at the moment. The real fix is getting the AI to handle the aggression, but there are a lot of steps to that point. I am working through them, but it's a lot.
 
Are you checking the trees directly in the behavior raw file or you have a way to make this a bit more friendly to see the nodes and branches ?

I'm using the raw files, and the log files. It really isn't as bad once you write out how it all maps together. I have a diagram. The complexities of the behavior trees are not my primary issue right now.

It's the interaction of a lot of moving parts, some of which don't even work as settings. So I have to test each and every attempt to see what actually has any impact whatsoever.

It's time consuming, but I'm making very strong progress. I have work today as well, but I think I'm around a full day more of work to releasing a fixed mod that will dramatically improve the AI, although of course there will still be tons of issues, but the settling is so impressively bad, and I mean, worse than launch for Civ 4, 5, or 6, that just fixing that will be incredible.
 
I don't update constantly, but I've made great progress. The AI is already better, but I want to wait until I have a sort of baseline of bugs, and corrections done that I consider releasable.

I assume it's within the next week. There are so many tragic bugs, that I just can't release something while settlers still just walk directly into enemies trying to get killed, or get stuck in a spot for 30 turns waiting on an army commander who never comes.

So apologies for the delays.
 
Just trying to understand some of it myself. Hope I am not distracting you too much
For example you reported :
Finally a war, and a civ steamrolled over another city into the red with no units by the defending player. The second the defending players units got there, the entire army retreated instead of just taking the city.
I can see
Code:
    <Row NodeType="Check Backup Target" NodeId="59" ShapeId="2">
      <Description>Check if there is too much force at the current target, switch to a backup if available or fail</Description>
and then this is used in 2 different data definitions:
Code:
    <Row DataName="Excess Force For Backup" DefnId="0" DataType="int" NodeType="Check Backup Target" Required="False" UserData="True" />
    <Row DataName="Excess Force For Failure" DefnId="1" DataType="int" NodeType="Check Backup Target" Required="False" UserData="True" />
and then used once in the assault tree as node 17:
Code:
   <Row NodeType="Check Backup Target" NodeId="17" TreeName="Simple City Assault" />
with these two values for the 2 definitions
Code:
  <Row DefnId="0" NodeId="17" TreeName="Simple City Assault" DefaultData="1" />
    <Row DefnId="1" NodeId="17" TreeName="Simple City Assault" DefaultData="0" />
From there are you playing with "DefaultData" to see what it does in the tuner ?

Also where do you see the tree structure/branching ?
 
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Here are some things I saw in my game, and I personally would like to see changed:
1) AI is not making use of commanders. They have them, but often the commander will wander off to die, and then the AI just sends strings of units at me I can pick off. At least they build units and send them at me, unlike when Civ 6 released.
2) AI still cannot handle water. It will sit in a nav river and get sniped by ranged units. Is it possible to code the AI to not cross water right in front of an archer?
3) AI likes to forward settle both the player and other AI. It will bypass great land in it's own area to do this, as well as handicapping itself because it takes 5,10 turns extra to found that city. So it's annoying as hell for me AND hurts the AI in the long run. Can this just be turned off?
4) AI needs to leave a few ranged units in it's cities. They are way too easy to take.
5) AI gives out major cities after a war like an old woman giving out hard cherry candies. It's ridiculous. The value to get a city needs to be doubled.
6) AI will attack a unit it has no chance against. It should not attack a 50 if it is a 40, and instead try to defend/used ranged on that unit.
7) as you mentioned, AI will just suicide settlers. Like AI declares war on ME, then sends settlers right into my units. Like, do they even play test? Come on. They also send them right into hostile independent powers.

The ONLY good move made by the AI I have seen is they do retreat injured units, rather than just letting them die. Also, they seem decent and building up cities and going after economic/scientific/cultural etc paths.

Also just wondering, in your personal view, does the guy who made the AI in Civ 6 and 7 just not care? Like he just gets a paycheck for no work? The AI is HORRIBLE. It's not like man, I want it to be better for the pro hardcore players. It's HORRIBLE. How does this pass quality checks?
 
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