Lets help the AI purchase the unpurchaseable
-
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.
-
@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.
-
@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.
-
@RogerCooper You could be correct.
There are two parts to the proposed fix.
- The bid/turn one purchases, hopefully that's now covered.
- 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.
-
@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.
-
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.
-
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.
-
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
etcBut 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.
-
@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
-
@redrum Wow already have a design that looks like it should work, when can you start work.

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? -
@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
-
@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.
Hello! It looks like you're interested in this conversation, but you don't have an account yet.
Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.
With your input, this post could be even better 💗
Register Login