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    Lets help the AI purchase the unpurchaseable

    Scheduled Pinned Locked Moved AI
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    • redrumR Offline
      redrum Admin @TheDog
      last edited by

      @TheDog This is done on purpose. A significant amount of either logic to value 0 move units better or a map specific AI property would need to be added. Otherwise you risk the AI buying lots of 0 move units and not understanding that they can't move anywhere.

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

      1 Reply Last reply Reply Quote 0
      • RogerCooperR Offline
        RogerCooper
        last edited by

        A common problem is buying too many air units if the AI has a large amount of money, which can happen with a starting bid. This happens in all scenarios.

        TheDogT 1 Reply Last reply Reply Quote 3
        • TheDogT Offline
          TheDog @RogerCooper
          last edited by TheDog

          @RogerCooper I dont play much WWII, but I am working on an Ultra modern/SciFi map and noticed the same, that the AI buys 3 Stealth Bombers and I thought why, when it needs ground units, but as you said the AI has a lot of money.

          A possible solution has been added to post 2.

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

          RogerCooperR 1 Reply Last reply Reply Quote 0
          • RogerCooperR Offline
            RogerCooper @TheDog
            last edited by

            @TheDog I don't think that proposed fix is sufficient. The problem is not only a bid problem, it can also happen during the game if the AI has relatively few factories. The AI does not really deal with the concept that enough is enough.

            1 Reply Last reply Reply Quote 0
            • TheDogT Offline
              TheDog
              last edited by TheDog

              @RogerCooper You could be correct.

              There are two parts to the proposed fix.

              1. The bid/turn one purchases, hopefully that's now covered.
              2. The x 10 variable, makes the probability of buying aircraft probably too high and this value should be reduced, but to what ? Hopefully having it as a mapmakers/tinkers AI property we can find out.

              As an example, having this value as an AI variable for WWI this can set as 2 and for WWII 5, for modern warfare 8, the higher the number the more aircraft are favoured.

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

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

                @TheDog if you decrease that air variable then the ai is probably gonna buy even less air units then it does today which is probably gonna make it worse in most situations.

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

                1 Reply Last reply Reply Quote 0
                • F Offline
                  ff03k64
                  last edited by

                  AI has issues buying other resources. Frostion's warcraft map lets you buy wood, food, etc. and the AI won't.

                  AI doesn't factor units with createsunitlist into purchases.

                  AI either doesn't make purchases of units that consume other units, or does it poorly. I can't remember which.

                  1 Reply Last reply Reply Quote 0
                  • RogerCooperR Offline
                    RogerCooper
                    last edited by

                    It is hard to see how the AI can deal with buying resources without some specific guidance. Perhaps a supplementary AI plan file that can be read by the AI. An AI plan file could contain a series of conditions and actions that the AI would execute before doing its regular buys.

                    1 Reply Last reply Reply Quote 0
                    • TheDogT Offline
                      TheDog
                      last edited by

                      The AI would need to know the value/ratio of a resource, compared to 1 PU.
                      Resource1,fuel,0.5
                      Resource2,iron,1.25
                      Resource3,wood,2
                      etc

                      But the more resources the harder it will be for the AI to work out what is the best value per resource combo. The more resources the longer time it will take to come to a conclusion.

                      I dont think there is a quick fix for this one.

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

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

                        @TheDog This is the design that I came up with to add valuation for non-PU resources for the AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback/192

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

                        TheDogT 1 Reply Last reply Reply Quote 0
                        • TheDogT Offline
                          TheDog @redrum
                          last edited by

                          @redrum Wow already have a design that looks like it should work, when can you start work. šŸ˜›

                          Seriously though, are you back as an observer or as a Dev?

                          Either way good to have you back!

                          Some questions
                          Would you limit the number of non-PU resources? If so, to how many? Frostions Warcraft map has 6.
                          Could it be done in two phases, the 'supply' side and then the 'demand' side or would it be better to do as one phase?
                          Would this AI project conflict with what Trevan is currently doing?

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

                          redrumR T 2 Replies Last reply Reply Quote 0
                          • redrumR Offline
                            redrum Admin @TheDog
                            last edited by

                            @TheDog Just a player and observer at the moment.

                            • Shouldn't need to be any limit as it would just make each resource's value "relative" to PUs
                            • Yes, it could be implemented in phases
                            • No idea as I'm not sure exactly what Trevan is planning to do

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

                            1 Reply Last reply Reply Quote 0
                            • T Offline
                              Trevan @TheDog
                              last edited by

                              @TheDog said in Lets help the AI purchase the unpurchaseable:

                              Would this AI project conflict with what Trevan is currently doing?

                              No. My AI is completely different from @redrum's. So changes to his ai wouldn't affect mine.

                              1 Reply Last reply Reply Quote 0

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