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    AI Territory valuation visibility?

    Scheduled Pinned Locked Moved AI
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    • TheDogT Online
      TheDog
      last edited by

      Yes please display the weighting, but I think they are already displayed, but in a hard to understand format, does the bigger the number mean more attention/weight is required?

      As map designers can choose the order of delegates, then so too should the valuation of territories be done before each move delegate.

      I think the first step is to show the AI numbers and then we as players might have a chance to work out what might be happening.

      In the case Warcraft Heroes bug, it happens a lot on my Settlers: maps as well, I tried to work out what was happening.

      My unfounded conclusion is the weighting of the capital/factory is way too high when there is no threat, because the enemy cannot attack it within 3+ turns.

      Also there should be a big distinction between;

      • Air units that cannot capture the factory, as the counter is just Anti Air
      • Air units with paratroopers that can capture the factory
        .

      https://forums.triplea-game.org/tags/thedog
      https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

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      • T Offline
        Trevan @TheDog
        last edited by

        @TheDog said in AI Territory valuation visibility?:

        Yes please display the weighting, but I think they are already displayed, but in a hard to understand format, does the bigger the number mean more attention/weight is required?

        Where are the weights displayed?

        @beelee said in AI Territory valuation visibility?:

        @Trevan isn't this how it's kinda setup right now ?

        My first comment is basically the current setup. But I'm not aware of seeing the weights in the UI so my proposal was to make them visible.

        My second comment (Collaborative Diffusion) isn't what the current engine uses. The current engine is closer to an A* pathfinder.

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        • B Offline
          beelee @Trevan
          last edited by

          @Trevan so would this be map specific then ? One could tell the AI to defend this territory more than that one. Have it target these units more than others type thing ?

          Or it would be the current one size fits all and you have to figure out how to make your map so it will react the way you want it ?

          Either way, any improvement, even if just more information on the current process, would be a plus I would think.

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          • T Offline
            Trevan @beelee
            last edited by

            @beelee The initial idea for making the valuation visible wouldn't really change the AI that much. It would just make it "easier" for players to figure out what it is thinking.

            The idea for the diffusion could be map specific. The map maker could mark certain territories with a high value. But I would hope the diffusion to be able to find most of "good" territories automatically.

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            • TheDogT Online
              TheDog
              last edited by TheDog

              @Trevan In the AI logs search for this heading

              Prioritizing territories to try to defend

              The AI log then lists the territories in the format below.

              Removing territory=Semigallia, value=52.85, CanHold=true, isLandAndCanOnlyBeAttackedByAir=false, isNotFactoryAndShouldHold=false, canAlreadyBeHeld=true, isNotFactoryAndHasNoEnemyNeighbors=false, isNotFactoryAndOnlyAmphib=false, tuvSwing=-1.0, hasRemainingLandUnit=false, maxEnemyUnits=0

              Above the value=52.85 I think is what you are after, this appears to be the weighting of the territory.

              It would be good to rename the "value=" above to TerritoryWeight= or similar.

              If you then search for that value in the AI logs you will find it is reused many times.

              Also I think the above value is what I was talking about here;
              https://forums.triplea-game.org/topic/2489/ai-and-over-stacking-of-defensive-units-on-capitals

              https://forums.triplea-game.org/tags/thedog
              https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

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              • TheDogT Online
                TheDog
                last edited by

                @Trevan
                below is a link to one of my Settler maps, it has been customised for you,  I'm hoping it will give you a test AI map for over the winter break and will do the following things;

                • More often than not it will have a stack of units piled up in a factory/town/city territory, usually in/near Russia.
                • Gives economic victory in about 10 minutes
                • Plays 2v2 on Hard AI
                • Not World War 2
                • Of note, there is no victoryCity as it is a random start map.

                https://drive.google.com/drive/folders/18pc1M1-oqyHGgbmYU6R6F0MkLAaAmpXi?usp=sharing

                Open folder "For Trevan only
                Download it
                Select Settlers: Trevan Age of Tribes
                Load it and press Play

                https://forums.triplea-game.org/tags/thedog
                https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

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                • TheDogT Online
                  TheDog
                  last edited by

                  You are probably doing this anyway but just in case, is it worth coding your calculations as positive integers?
                  Then we humans can easily read the values, as floating point with leading zeros is harder.
                  The AI will probably execute faster with whole numbers.

                  https://forums.triplea-game.org/tags/thedog
                  https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

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                  • T Offline
                    Trevan
                    last edited by

                    Yeah, I'll be using longs as much as possible. I'd actually like to be able to show the valuation on the map itself, using something like a heatmap. I think that would be easier to understand vs having to look at a chart of numbers/territories.

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                    • TheDogT Online
                      TheDog
                      last edited by

                      Ambitious! I hope you can get it to work, you might have to put it on a white background as some maps are quite dark.

                      https://forums.triplea-game.org/tags/thedog
                      https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

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                      • redrumR Offline
                        redrum Admin @Trevan
                        last edited by redrum

                        @Trevan Unless I'm misunderstanding you, the current Hard/Fast AI pretty much does exactly what you describe for determining territory value during non-combat move. It values things like factories/capitals/number of nearby territories and then diffuses this value to nearby territories so that units essentially move towards higher value territories. This could be improved to consider additional values like canals, objectives, etc.

                        https://github.com/triplea-game/triplea/blob/master/game-core/src/main/java/games/strategy/triplea/ai/pro/util/ProTerritoryValueUtils.java#L52

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

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                        • T Offline
                          Trevan @redrum
                          last edited by

                          @redrum yes, the existing AI does calculate value and diffuse it. But it doesn't appear to do the entire map. It looks like it grabs a list of territories and then grabs neighbors of those territories and then calculates the values.

                          My idea is also to not do battle simulations but instead try and incorporate that in the diffusion. That is one of the big unknowns on what I'm trying.

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

                            @Trevan Not sure what you mean. If I recall it first finds all the "objective territories" which right now is capitals and factories then loops through all territories to find the distance each territory is from each objective and assigns value based on distance from each one. It also adds in some value based on territory production values that are nearby (within a few hexes).

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

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                            • T Offline
                              Trevan
                              last edited by

                              Screen Shot 2020-12-17 at 9.07.58 PM.png

                              Here's an initial attempt to showing the values of the territories as a heatmap. This is World at War. It is from Russia's point of view. The bluer the territory is, the better it is. So most of the Russian territories are very red since the units shouldn't stay there.

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                              • M Offline
                                Myrd @Trevan
                                last edited by

                                @trevan I'm curious whether the code for the above coloring was ever landed and if so, how to enable it?

                                LaFayetteL 1 Reply Last reply Reply Quote 0
                                • LaFayetteL Online
                                  LaFayette Admin @Myrd
                                  last edited by

                                  @myrd I think it did and is part of the 'flow' AI. I don't recall if we've removed the flow AI at this point or not. So it may still be there. It would have been part of the AI debug menu to turn it on, check engine settings for "enable beta features". You'll also need to download the latest 2.6 engine as well, I'm pretty sure this was all well after the 2.5 release.

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                                  • M Offline
                                    Myrd @LaFayette
                                    last edited by

                                    @lafayette Ah, I see it. I guess I was expecting to be available for the Hard AI, since the Flow AI doesn't do anything on some maps.

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