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    AI Territory valuation visibility?

    Scheduled Pinned Locked Moved AI
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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.

      1 Reply Last reply Reply Quote 1
      • 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.

              1 Reply Last reply Reply Quote 0
              • 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

                  T 1 Reply Last reply Reply Quote 0
                  • 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.

                        M 1 Reply Last reply Reply Quote 1
                        • 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.

                            M 1 Reply Last reply Reply Quote 0
                            • 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.

                              1 Reply Last reply Reply Quote 0

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