The sorian PA AI thread

Discussion in 'Planetary Annihilation General Discussion' started by Quitch, December 23, 2014.

  1. Quitch

    Quitch Post Master General

    Messages:
    5,850
    Likes Received:
    6,045
    Unfortunately the old thread wasn't moved over, so I'm starting this one.

    @sorian, there's a typo in factory_naval_builds where the AI is incorrectly checking the Advanced Naval Fabber's build demand against AdvancedAirFabber.

    Also the issue of building on top of its first metal spot seems to have been reintroduced. What happens is the AI spawns right on top of a metal spot, rolls off it, then turns around and builds a factory over it. A few patches ago this was fixed. The AI would still land on the metal spot but built its first factory without moving (thus ensuring the spot was not covered).

    Another issue has seemingly been introduced and that is a delay before the AI does anything. Previously the AI would commence work the second it spawned, but if you reduced the buffer value on a factory to less than 15 (and that was eligible as an opening factory) the AI would sit at its spawn for at least five seconds (as long as it takes the smoke to clear) before acting. This behaviour now appears to be the norm, meaning the AI is at an immediate disadvantage.

    All testing was done on the Meso system, build 76557.

    I like the idea behind the Dox raiding groups. Will have to play with that in Queller and see how it works out.
  2. Quitch

    Quitch Post Master General

    Messages:
    5,850
    Likes Received:
    6,045
    Also, has the neural net been retrained since the AA prioritisation change?
  3. theseeker2

    theseeker2 Well-Known Member

    Messages:
    1,613
    Likes Received:
    469
    It also tries to land it's commander via astraeus in an area covered with heavy AA, even after it's been scouted out
    it does nothing when it spawns in water
    it has nuke conservation issues, even when it has a nuke ready and one nuke could easily win the game for it, it will hold the nuke and wait for the other launchers to finish their nukes

    so basically, AI is very flawed right now
  4. tohron

    tohron Active Member

    Messages:
    272
    Likes Received:
    168
    One other thing I saw - when one AI was fighting another, the attacker had a force large enough to do significant damage to the enemy base, but instead it twiddled its thumbs inside the range of a Pelter until it was all dead. Definitely a bad place to be indecisive.
  5. theseeker2

    theseeker2 Well-Known Member

    Messages:
    1,613
    Likes Received:
    469
    it does that a lot too, the AI loves to send little groups of units at the enemy, unless they're bombers. And even then with bombers, the AI hesitates and just loiters the bombers in range of AA anyways.
    kayonsmit101 likes this.
  6. ace902902

    ace902902 Active Member

    Messages:
    548
    Likes Received:
    212
    looks like we don't have to worry about sorians AI taking over the world anymore.
  7. mjshorty

    mjshorty Well-Known Member

    Messages:
    871
    Likes Received:
    470
    AI still needs a lot of work ,_, it does...alright early on but later it just cannot understand how to field large armies and build many factories
  8. websterx01

    websterx01 Post Master General

    Messages:
    1,682
    Likes Received:
    1,063
    Time, my dear friend, all he needs is more time.
    Remy561, xankar, theseeker2 and 3 others like this.
  9. mjshorty

    mjshorty Well-Known Member

    Messages:
    871
    Likes Received:
    470
    anyways, should we sticky this thread? because it has to do with AI....which is a major part of the game o_O
  10. thetrophysystem

    thetrophysystem Post Master General

    Messages:
    7,050
    Likes Received:
    2,874
    they should just underp the other thread and move it to the general discussion. I will report it.
  11. Sorian

    Sorian Official PA

    Messages:
    998
    Likes Received:
    3,844
    I managed to find this thread. I have some AI improvements checked in, and will probably have more ready to go by the time I go back to work after the holiday break.
  12. websterx01

    websterx01 Post Master General

    Messages:
    1,682
    Likes Received:
    1,063
    Working over break! Jeez! Well, have a great Christmas taking over the world!
    Remy561 likes this.
  13. Sorian

    Sorian Official PA

    Messages:
    998
    Likes Received:
    3,844
    Upcoming AI changes:

    • Typo fix for AI. (thanks Quitch)
    • AI fabbers will try to avoid building where they are standing.
    • Fix for the long delay before the AI starts doing stuff at the start of the game.
    • Updated AI neural net data.
    • Fix for AI platoon weapon range checks.
    • Fix for AI platoon radius calculation.
    • AI will prioritize attack locations that have a commander present.
      • This is to facilitate AI commander snipes.
    • AI should expand faster.
    • Fix for AI platoons (mainly air) getting stuck doing nothing.
    • Minor AI platoon behavior improvements.
    Last edited: January 2, 2015
    Tripod27, carn1x, theseeker2 and 20 others like this.
  14. MrTBSC

    MrTBSC Post Master General

    Messages:
    4,857
    Likes Received:
    1,823
  15. jonasmod

    jonasmod Active Member

    Messages:
    234
    Likes Received:
    190
    Just a thought: is it good or bad that the AI attacks locations close to a commander? Early to mid game if I find a commander, I usually attack everywhere else, because he is pretty strong, and I don't want to waste my units.
    stuart98 likes this.
  16. Sorian

    Sorian Official PA

    Messages:
    998
    Likes Received:
    3,844
    This doesn't force the AI to attack near a commander, just forces it to evaluate it first. If the AI doesn't believe it has the forces to attack that area, it wont.
  17. Ryfe

    Ryfe New Member

    Messages:
    20
    Likes Received:
    17
    All hail Sorian.
  18. Going4Quests

    Going4Quests Active Member

    Messages:
    238
    Likes Received:
    71
    Ok so I was fighting the AI as usual and I had some holkins at my defense against the AI. I was expecting a long battle and was preparing nukes etc. Then out of nowhere i heard that he enemy commander was defeaten, and it seems my holkins took out the AI commander!

    But seriously, why didn't the AI flee? He should have fleed when he started taking damage from the Holkins. Nope, he committed suicide.
  19. lafncow

    lafncow Active Member

    Messages:
    153
    Likes Received:
    103
    Just a theory, but having seen things like this, I think the AI fails to model threats it has not scouted. If so, it needs to learn to respond when taking damage from unknown sources. That might not be super straight-forward. As a human, I assume damage like that is either artillery or orbital and make an educated guess about the direction it is coming from.
    jonasmod and FSN1977 like this.
  20. Going4Quests

    Going4Quests Active Member

    Messages:
    238
    Likes Received:
    71
    That can be correct, the ai visited the area when it had smaller artillery that got rekt, then I rebuilt with turrets for short distance, smaller artillery and 5 Holkins or so, with my massive radar my Holkins were fully operative. So yeah, the AI didnt know of the Holkins.

    Should be worked on imo. @sorian ?

Share This Page