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    Hard or Does Nothing AI for unactive players

    Scheduled Pinned Locked Moved Map Making
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    • C Offline
      Cernel Moderators @redrum
      last edited by

      @redrum Hack or not, a minor problem I have with "Neutral" is that it is a mandatory name, you cannot customize. In this particular game, the DNAI player is called "barbarians" and it would be quite silly to call it "Neutral", in the moment it is attacking everyone!

      Also "Neutral" is a very bad name even for NWO and such, since we also have the relationship archetype "Neutral", that means the player is actually "Neutral", while the "Neutral" player itself is not "Neutral" at all, but always "Enemy" to everyone (that would be the archetype "War", not "Neutral", for relationships and politics). There is really nothing "Neutral" about the "Neutral" NWO player: it is an "Enemy" (to everyone) player that never moves or attack.

      C 1 Reply Last reply Reply Quote 1
      • C Offline
        Cernel Moderators @Cernel
        last edited by

        @Cernel Example: If you have "Neutral" relationship ships and you go in their sea zone, nobody attacks anybody (since everyone is neutral to each other), but if you have "Neutral" ships and you go in their sea zone, you must attack them (since everyone is at war with each other). Very bad mixing of the exactly same definition for two different and almost opposite things, if you ask me.

        redrumR 1 Reply Last reply Reply Quote 0
        • redrumR Offline
          redrum Admin @Cernel
          last edited by

          @Cernel Yeah, customizing the name is another good point about why the default "neutral" (null) player is less than ideal.

          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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          • LaFayetteL Offline
            LaFayette Admin
            last edited by

            It almost seems there should be a third category of player for specific game mechanics, like neutral, or special players that should not receive resources. Such a category of player would be defined by a map and not available to change. With luck that would work in hosted games without any additional updates and would avoid the confusing situation where a player has to "know" which players to set to DNAI and which ones are meant to be played.

            redrumR 1 Reply Last reply Reply Quote 0
            • redrumR Offline
              redrum Admin @LaFayette
              last edited by

              @LaFayette Still not following you. What you seem to be describing is essentially set players to default to DNAI and using isHidden=true.

              TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

              LaFayetteL 1 Reply Last reply Reply Quote 0
              • LaFayetteL Offline
                LaFayette Admin @redrum
                last edited by

                @redrum Having neutral players be represented by null is a hack of its own. That is an implementation detail.

                For example, Conquest, with a DNAI player, it should do the random placement of territory selection and place its units but otherwise not move. Let's say we wanted another player to be a neutral buffer that did not place. In such an example it would not place and would not have a turn. In this scenario you could replace the DNAI with another AI and it would still be a 1v1 if you play against it. But say you want to make it interesting with neutrals occupying part of the map, that could not be done. Hence potentially a "third player type" that is effectively a combination of DNAI, isHidden=true, and does not collect, spend, nor place units (and is in effect, a neutral)

                C 1 Reply Last reply Reply Quote 0
                • C Offline
                  Cernel Moderators @LaFayette
                  last edited by

                  @LaFayette DNAI will just not work with Conquest of the World because of the no capital bug I reported (it crashes).

                  LaFayetteL 1 Reply Last reply Reply Quote 0
                  • LaFayetteL Offline
                    LaFayette Admin @Cernel
                    last edited by

                    @Cernel that is besides the point a bit. The fact you can't have some sort of working DNAI and also actual neutrals is more the point. It illustrates how the two concepts of a player that does not move and another that acts as a neutral are blurred. For the latter, it would be better to specify how many territories are to be occupied by a neutral rather than setting any specific player to DNAI. Hopefully that makes sense.

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                    • LaFayetteL Offline
                      LaFayette Admin
                      last edited by

                      @redrum said in Hard or Does Nothing AI for unactive players:

                      What you seem to be describing is essentially set players to default to DNAI and using isHidden=true.

                      In essence, pretty much, but instead of using a combination of flags and exposing the implementation detail of DNAI, we create a primary attribute for it.

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                      • C Offline
                        Cernel Moderators @LaFayette
                        last edited by Cernel

                        @LaFayette Yeah, that's why DNAI needs to be figured out and documented (and fixed to work with no capitals without crashing, possibly), as it is now going one way in the moment you can use it for attacking with its own phases and another way in the moment it substantially skips the collect phase, plus the strange behaviour of a first purchase then nevermore, that it is a complete surprise to everyone. Substantially, Veqryn made this AI probably based on something he was planning, but that never happened and, as far as I know, nothing was documented about all this more or less artificial and likely sigle-game tailored construct, that has been since available to all users and map makers.

                        I would personally prefer it being just 100% like assigning the player to somebody that just keeps skipping everything it can skip and clicks randomly on anything it must do (but this would require fixing the placement phase itself as being a must do, preferably with a property to allow having the current free-not-to-place behaviour for custom maps).

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