[SERVER] Queller AI

Discussion in 'Released Mods' started by Quitch, November 5, 2014.

  1. burntcustard

    burntcustard Post Master General

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    If/when this becomes possible (having completely different AI fighting each other), I will try to make an AI to beat yours :D
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  2. duncane

    duncane Active Member

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    Yay I'm on this list ;)

    Once balance gets redone a bit I may have to look at doing some kind of AI for PA.
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  3. Quitch

    Quitch Post Master General

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    Released version 0.2.

    Changelog

    Version 0.2
    • Total overhaul of AI's opening builds
      • AI now has bot, tank and air openings
      • Openings are influenced by planet size
      • Number of fabbers determined by opening factory choices
    • Further refinements to the AI's building of defences
    • Changes to air platoon sizes
    • Allowed assistance on factory building to prevent opening fabber assisting troop building and then going into immediate radar
    • Skitter can be used to scout if AI plays a three vehicle opening
    • Reverted to economy building rules more aligned with the default AI (for now)
    • AI will no longer build offensive Pelters
    Known issues
    • Commander sometimes sits there doing nothing, primarily on maps with dense terrain
    • Fabbers sometimes sit there doing nothing
    • First fabber always assists as its first action
    killerkiwijuice likes this.
  4. emraldis

    emraldis Post Master General

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    Hey @Quitch, I'm trying to get the AI working for my mod and having some pretty big issues with it, would you mind running me through the paces sometime?
  5. Quitch

    Quitch Post Master General

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    Once I think I know enough to justify it, I'll be putting together a guide with all the stuff I've learned.
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  6. Quitch

    Quitch Post Master General

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    Also the Skitters the AI builds don't scout because I'm an idiot.
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  7. Quitch

    Quitch Post Master General

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    I've been keeping a list of all the AI functions and what values they accept and any quirks I've run across. The plan is to put them somewhere like on the unofficial wiki.
    killerkiwijuice likes this.
  8. philoscience

    philoscience Post Master General

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    Does this interact positively with the AI difficulty setting, or should it always be set to a certain level for full functionality? Love the idea of this mod.
  9. Quitch

    Quitch Post Master General

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    All my testing is done at Absurd since that's where the AI has the tightest grip on its eco. It should work with any difficulty or personality though, but will obviously be untested so I can't speak to the impact this has.

    Any feedback is greatly appreciated. If possible, please provide a PA Stats link (you'll need to ensure offline play is disabled)(you'll need to ensure offline play is disabled), and failing that the name of the system you were playing on.
    killerkiwijuice likes this.
  10. stuart98

    stuart98 Post Master General

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    On normal AIs derp out even more due to lack of metal than they do on absurd.

    The lower the difficulty, the higher the amount of metal that the AI thinks it needs to run factories. The longer before the AI has two factories up, the higher the chance of it derping out.
  11. Quitch

    Quitch Post Master General

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    Version 0.3

    All testing currently being performed on Systeem X from the Team Genesis map pack.
    • Skitter can be used to scout if AI plays a three vehicle opening (this is now actually true)
    • AI will no longer go all bots
    • Increased chances of MEX defence
    • AI will now prefer dual lasers in place of single lasers
    • Increased distance between radar installations
    • Increased platoon minimum size requirements
    • Further reduced use of Infernos
    • Slammers now used where naval has been sighted
    • AI will continue to produce units regardless of whether a teleporter exists yet
    • Removed advanced to basic factory ratio requirement
    • Greater ratio of fighters to bombers
    • Less bombers required for the AI to roll out an air attack
    • Reverted to economy building rules more aligned with the default AI (this is now actually true)
    • Fabbers will now construct basic factories in the "mid game"
    • Higher number of advanced fabbers "required"
    • AI no longer uses Catapults or Holkins
    • More assistance allowed and required on various defence/offence structures
    Known issues
    • Commander sometimes sits there doing nothing, primarily on maps with dense terrain
    • Fabbers sometimes sit there doing nothing
    • First fabber always assists as its first action
    • AI doesn't seem particularly bothered about defending its base
    • AI making poor decisions about when to go T2
    Last edited: November 9, 2014
    killerkiwijuice likes this.
  12. stuart98

    stuart98 Post Master General

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    Your updates have the wrong date notation. PAMM recognizes November 9th as being 11/9/14, not 9/11/14. Because let's just use the notation that doesn't make sense. :(
    Quitch likes this.
  13. Quitch

    Quitch Post Master General

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  14. Quitch

    Quitch Post Master General

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    So for some reason my fabber_land_builds.json is preventing the AI from building any factories in a multi-planet environment, but works fine for a single planet (or planet with gas giant) system. Not sure why yet, especially as the only check on building a vehicle factory is "can I afford it?"

    EDIT: Herp derp, I'm an idiot :) (and no not a JSON error)
    Last edited: November 9, 2014
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  15. Sorian

    Sorian Official PA

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    There are a lot of changes coming soon to the AI, including some that should help modding efforts. Still planning on docs as well, but that will take some time.
  16. mjshorty

    mjshorty Well-Known Member

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    oh noes...and i was getting "content" with this AI...no....No.....NO.....NNNNOOOO!!!!! WHAT IS THIS EVIL ONE GOING TO DO!?!?!?!?? AUGHGHGHGH (insert random crowd panic mode sound)
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  17. philoscience

    philoscience Post Master General

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    I 110% support any efforts you guys put into expanding the modability of PA! This is great news to hear!
  18. philoscience

    philoscience Post Master General

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    Question Quitch: isn't the AI trained up on loads of simulated at using neural nets? I would assume this means its inputs and outputs are relevant to the balance trained on? Are you able to retrain the AI on these tweaks, or does it somehow not matter? Or is that just a built in limitation for modding the AI here?
  19. Quitch

    Quitch Post Master General

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    In theory the neural nets only need retraining when the underlying mechanics change, you can change numbers and unit compositions and the neural nets should be just fine.

    Also I started documenting the AI. This is gonna take a while, and some of it might be wrong. It's a wiki though, so others can correct my errors.
    killerkiwijuice likes this.
  20. Quitch

    Quitch Post Master General

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    Version 0.4

    Incorrectly published as DEV instead of ALPHA.
    • Corrected bug where AI only used half as many Dox scouts as it was supposed to
    • Updated basic factory builds to work properly in a multi-planet scenario
    • Increased maximum land platoon sizes
    • Removed fighter requirement from bomber platoons
    • Small land platoons are now only formed for mobile targets
    • Bomber platoons are now only formed for mobile targets (and teleporters)
    • First pass on orbital
    • Return to mandatory bot factories, but the number is based on the size of the planet
    • Reverted to Firefly scouts because the AI seems severely limited when it has poor scouting
    • AI shouldn't prematurely tech unless it has really bad intel
    • A teleporter should always be the first thing the AI constructs on landing somewhere
    • Assistance allowed on combat units again so a fabber has something to do when it has nothing to build
    • Disabled storage for the time being as I just can't stop it building the things at stupid timings
    Known issues
    • Commander sometimes sits there doing nothing, primarily on maps with dense terrain
    • Fabbers sometimes sit there doing nothing
    • First fabber always assists as its first action (CANTFIX)
    • AI doesn't seem particularly bothered about defending its base
    • AI will not expand via teleporters, it has to use transports (CANTFIX)
    • Scouting units won't attack targets of opportunity (CANTFIX)
    • AI will often take much longer than necessary routes to attack (CANTFIX)
    • Fabbers align their MEX expansion choices with the base not themselves
    • AI doesn't defend its fabbers
    • AI dithers with Dox around buildings (CANTFIX)
    killerkiwijuice likes this.

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