For Backers Only: AI building stuff

Discussion in 'Backers Lounge (Read-only)' started by Sorian, July 19, 2013.

  1. Quitch

    Quitch Post Master General

    Messages:
    5,885
    Likes Received:
    6,045
    On the good side of AI I just had a Galactic War game that went poorly. Was playing a two moon map I'd played several times before, knocked the two AIs off the main and set about invading the secondary moon. But this was deeper into the campaign so was proving a little more difficult than usual, had two teleporter beach heads shut down and I hadn't upgraded my eco because I thought I was about to end the game. Then the AI dropped a nuke on me.

    Right, **** you AI, we're gonna play it hardcore I thought. Started spreading out my forces, though the next nuke took out my T2 factories. So now I set everything I had to building an anti-nuke, then I started building an epic complex of nukes. This was gonna be sweet. Got a warning the AI had launched a nuke and I laughed, obviously it didn't know about my anti-nuke.

    Apparently it did. It had launched four. GG.
  2. zihuatanejo

    zihuatanejo Well-Known Member

    Messages:
    798
    Likes Received:
    577
    It seems to be pretty decent at multi-planet games and not so good on single planets, for sure!
    corteks likes this.
  3. swizzlewizzle

    swizzlewizzle Active Member

    Messages:
    216
    Likes Received:
    56
    Not sure what game you are playing but when I watch the AI play multiplanet games it doesn't even build metal extractors on it's own planets. It's totally broken
  4. ace63

    ace63 Post Master General

    Messages:
    1,067
    Likes Received:
    826
    Just played a GW game yesterday where two of my support commanders got a moon each for themselves - they built mexes all over the planet and proceeded to build 20 bombers or so, then stopped doing anything, completely ignoring orbital and T2.
  5. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    If the ai has a low amount of nearby mexes it becomes borked.
  6. Sorian

    Sorian Official PA

    Messages:
    998
    Likes Received:
    3,844
    Yep. Known issue that will get fixed.
    FSN1977, Remy561, ace63 and 3 others like this.
  7. ace63

    ace63 Post Master General

    Messages:
    1,067
    Likes Received:
    826
    Awesome!
  8. SXX

    SXX Post Master General

    Messages:
    6,896
    Likes Received:
    1,812
    Would be cool if AI finally learn to repair it's commander. With offline released it's possible to play really long games now and this is one of main AI weaknesses. :(
    galaxyisos likes this.
  9. mjshorty

    mjshorty Well-Known Member

    Messages:
    871
    Likes Received:
    470
    i have seen it repair its commander, but indeed....incredibly rare to see
  10. zweistein000

    zweistein000 Post Master General

    Messages:
    1,362
    Likes Received:
    727
    So watching that lecture/presentation on neural networks oyu made in GDC tells me that basically as soon as I or @liquius get a better PC and can host our own server we can totally train the Neural net to work with RCBM units, correct?
    Last edited: October 14, 2014
    ace63 likes this.
  11. exterminans

    exterminans Post Master General

    Messages:
    1,881
    Likes Received:
    986
    Therefor, no. Training isn't part of the shipped binary (yet).
  12. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    How do threat maps for units work? If the AI spots units and then loses sight of them, how are the threat maps updated to reflect this?

    Thinking that this might be the cause for some neural net issues.
  13. FSN1977

    FSN1977 Active Member

    Messages:
    657
    Likes Received:
    232
    Im seeing The AI loves to fly around with the commander in astreaus, and land close to enemy bases, even tho it got a big base at home planet, why take the risk?
  14. Quitch

    Quitch Post Master General

    Messages:
    5,885
    Likes Received:
    6,045
    Are you able to provide any hints on how the following lines are used by the AI?

    metal_drain_check [0 1],
    energy_drain_check [0 1],
    metal_demand_check [0 1],
    energy_demand_check [0 1],
  15. liquius

    liquius Well-Known Member

    Messages:
    731
    Likes Received:
    482
    From what I have gleamed, I think it's a modifier for
    "test_type": "CanAffordPotentialDrain"
    and "test_type": "CanAffordBuildDemand"
    Quitch likes this.
  16. Sorian

    Sorian Official PA

    Messages:
    998
    Likes Received:
    3,844
    *_drain_check is used by CanAffordPotentialDrain, which checks to make sure the AI has enough economy to support a unit that uses economy before it starts building it. (ie it has enough income to support another factory or fabber)

    *_demand_check is used by CanAffordBuildDemand to ensure the AI has the economy to support the construction of the build item either from storage or from having enough income per second. (ie it has enough income to support building a pelter without going to far negative)
  17. wondible

    wondible Post Master General

    Messages:
    3,315
    Likes Received:
    2,089
    Can the AI config files make it reclaim features?

    It's also sounding like I might have to disable drain/demand checks to make it build anything with no steady-state income.
  18. Quitch

    Quitch Post Master General

    Messages:
    5,885
    Likes Received:
    6,045
    Does economy_scale do anything? I couldn't see any impact from this value. Is that the old built-in economy modifier?
  19. Sorian

    Sorian Official PA

    Messages:
    998
    Likes Received:
    3,844
    No reclaim behavior yet.

    Where do you see economy_scale?
    thelordofthenoobs and wondible like this.
  20. Quitch

    Quitch Post Master General

    Messages:
    5,885
    Likes Received:
    6,045
    It's in the ai.js opening comment section.

Share This Page