AI repair logic
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i've noticed that the AI isn't very good at budgeting repairs it tends to max out repairs even if it cannot build enough units for the capacity it is creating by repairing. Also, it doesn't seem to try to repair non-factories at all.
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@ubernaut Yeah the AI repair logic is very simple and mostly boils down to "repair all factories as much as possible". It can definitely be improved though doesn't have a major impact on most maps I'd say.
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@redrum i think it def could in almost any map i think anytime when AI is under 40 PU's and significant damage to at least one factory.
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@ubernaut Yeah, I think its more that most maps, you don't see a significant amount of bombing damage. But yeah when it does happen and especially if its a poorer nation then having it spend a good portion of its PUs on repairs when it doesn't need to can be pretty bad.
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@redrum would it be difficult to add a rule like "check to see if the next PU spent for repair would actually allow AI to build another unit?" i would think a simple limit like that would eliminate 99% of the problem.
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@ubernaut Its not terribly difficult but the challenge is that repair and production are separate phases with repair before purchase. So the AI would need to simulate its purchase with say no repairs and determine if it needs to make repairs to free up more production space. You eventually get into situations on "should I repair this factory to build here as its closer to the front vs build at an undamaged factory a bit further away?" which makes it more complex as well.
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@redrum hmm i guess i don't really understand how the logic for production really works to begin with. seems like there should be some way to simply prevent it from wasting PU then not building anything it creates a pretty big hole in the AI's game if you chose to exploit it.
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@ubernaut the AI is a work in progress!
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@Captain-Crunch i know it is still remember how inept it was before @redrum came around.