The sorian PA: TITANS AI thread

Discussion in 'PA: TITANS: General Discussion' started by Quitch, August 24, 2015.

  1. Sorian

    Sorian Official PA

    Messages:
    998
    Likes Received:
    3,844
    Not an AI issue. This is the nav bug I metioned in the PTE thread. This is fixed internally.
  2. Quitch

    Quitch Post Master General

    Messages:
    5,850
    Likes Received:
    6,045
    EnemySurfacePresenceOnPlanet starts as false on systems with only a single spawnable world, though it should start true because the AI knows there's an enemy surface presence on the planet.
    ace63 likes this.
  3. Quitch

    Quitch Post Master General

    Messages:
    5,850
    Likes Received:
    6,045
    Running the latest hotfix version, I'm seeing an issue that looks like naval factories in the slot 2 Pacific spawn changing CanDeployNavalFromBase from true to false. The slot 1 position doesn't appear to suffer from this, all factories continue to pump out ships normally.

    As soon as I dropped the CanDeployNavalFromBase check from one ship type all factories at the slot 2 spawn ran for games without the issue. Once I added it back I saw the issue again. A factory would produce some ships, then pause for up to a minute, then make a few more.

    In the screenshot below the factory on the right is producing Barracudas just fine, but the one on the left has stopped. No CanAffordBuildDemand checks exist in Queller for units so the factory should never stop on Pacific.

    Attached Files:

  4. Sorian

    Sorian Official PA

    Messages:
    998
    Likes Received:
    3,844
    Ran a test and I am not seeing an issue. So, either;
    a) the issue was fixed locally by another change that has not gone live yet
    b) the issue is related to some other change in Queller
    c) there was a bad merge somewhere from main to live/PTE
    d) I am just incredibly unlucky in my attempts to repro.
    stuart98 likes this.
  5. Quitch

    Quitch Post Master General

    Messages:
    5,850
    Likes Received:
    6,045
    I'll do some more testing and see what I can find. I certainly wouldn't discount b just yet :)
    stuart98 likes this.
  6. Remy561

    Remy561 Post Master General

    Messages:
    1,016
    Likes Received:
    641
    Is this fix live now? Here are some problematic screenshots from a few days ago where I spectated a massive absurd AI game in the Classic PA PTE for the specator achievements.

    Units are like, BEACH PARTY!!
    [​IMG]

    Units are also stuck on the plateaus. System name can be seen in the picture, I must admit it is a very complex map for pathfinding.
    [​IMG]

    Later, when the AI received a nuke he got a hold of its units again and send them right at the enemy though. Pathfinding around such beaches could also be improved, its formation transformed into a one to three units thick line here. But still a cool screenshot :)
    [​IMG]
    killerkiwijuice and stuart98 like this.
  7. Quitch

    Quitch Post Master General

    Messages:
    5,850
    Likes Received:
    6,045
    Sorian, if the AI spots something in its orbital layer, which then disappears (let's say the quickest time possible: 3 seconds) does it have to sweep the planet again before AloneOnPlanet is set to true? Does would it localise the search to where the unit was spotted? Does it understand the difference between a fabber/Helios/Astraeus entering and disappearing verses orbital combat units?
  8. Quitch

    Quitch Post Master General

    Messages:
    5,850
    Likes Received:
    6,045
    Also, once EnemyPresence or one of its variants been set to true, can it go back to false later in the same way AloneOnPlanet cna change back and forth?
  9. Quitch

    Quitch Post Master General

    Messages:
    5,850
    Likes Received:
    6,045
    MEXs don't appear to be counted as a surface presence. Or perhaps this is particular to them being built on water. Assuming this is right it means the check is a little less useful than it could otherwise be.

    Also the AI doesn't seem to like sending subs out to destroy water MEX.
    Last edited: September 12, 2015
  10. Quitch

    Quitch Post Master General

    Messages:
    5,850
    Likes Received:
    6,045
    Something that would help the AI do a lot better on worlds where it's by itself is the ability to issue a planet-wide MEX build order. This would help resolve the inefficiencies in the way the AI takes MEX sending fabbers to and from its base.
  11. Quitch

    Quitch Post Master General

    Messages:
    5,850
    Likes Received:
    6,045
    Here's a trick the AI could execute. When attacking a structure, instead of using the attack command use the assist command, this causes the bomber to hover over the target and continuously drop.
  12. temeter

    temeter Well-Known Member

    Messages:
    501
    Likes Received:
    305
    Isn't that more of a bug?
  13. Quitch

    Quitch Post Master General

    Messages:
    5,850
    Likes Received:
    6,045
    I noticed a value I hadn't seen before: per_expansion_delay. Is that a delay between new bases? Expansions? Are expansions a separate thing from bases?
  14. Sorian

    Sorian Official PA

    Messages:
    998
    Likes Received:
    3,844
    Delay between expansions (or bases, they are the same thing). Used as a way to control difficulty.
    Quitch likes this.
  15. Quitch

    Quitch Post Master General

    Messages:
    5,850
    Likes Received:
    6,045
  16. devoh

    devoh Well-Known Member

    Messages:
    445
    Likes Received:
    404
    This is my first time messing with an AI. I have a feeling I will ask a few WTF questions.. naturally meaning Well That is Fantastic! :)

    Are the AI personalities read once at program launch? Pretty sure this is a yes.

    If we knew a few things before reading them.. like if the planet is capable of supporting naval, is the planet a moon, lava planet, etc.. if we knew a few things that a human would know when they are looking to select a spawn point. That would enable us to better config the personalities. ie.. if the planet is not naval capable then the AI personalities should not use a naval component( percent_naval should be 0). Likewise if the planet is a water planet then percent_vehicle should be 0.

    Also is there a way to force a re-reading of the AI personalities? What I am thinking here is how ratio's might change late game.
  17. Quitch

    Quitch Post Master General

    Messages:
    5,850
    Likes Received:
    6,045
    No, you cannot change personalities once loaded. Sorian did mention he was thinking about allowing conditions to trigger changes, though I suspect that would be global rather than planet specific.
    devoh likes this.
  18. chattyrazzy

    chattyrazzy New Member

    Messages:
    5
    Likes Received:
    1
    Is there some kind of AI API? So you coul build your own AI from basics?

    Thank you.
  19. Quitch

    Quitch Post Master General

    Messages:
    5,850
    Likes Received:
    6,045
    stuart98 likes this.
  20. devoh

    devoh Well-Known Member

    Messages:
    445
    Likes Received:
    404
    @Quitch have you been adding to your AI building guide? Seems like there is more there now. I need to get back to work on making my AI. :) I hope we can have some AI Wars!!
    stuart98 likes this.

Share This Page