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    Iron War - Official Thread

    Scheduled Pinned Locked Moved Maps & Mods
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    • redrumR Offline
      redrum Admin @Black_Elk
      last edited by

      @black_elk Out of curiosity, what engine version have you been using? The latest stable (9687)? Or a pre-release? As there have been a few fixes to the AI in the pre-releases.

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

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      • Black_ElkB Offline
        Black_Elk
        last edited by

        I'll have to check for the latest when I get home. I was using 1.9.0.0.9853, but that was from a few weeks back now I think.

        I've been enjoying the HardAI. The only downside compared with FastAI is that my laptop gets kinda fried if I let it go for too long. Like I'll get a map flickering and delay on actions if I go much longer than a full round. If I see the AI stall on noncom or something, that is usually my cue to quit tripleA and reload the game, which generally speeds things up. Saving at each block is helpful to keep the pace up. Not really sure if there's more I could do to help the machine crunch its numbers. I figure it has a shit ton to think about each turn, given the scale of the map, but I've definitely noticed stronger play from the Hard than the Fast, so seems worth the extra effort hehe.

        Anyhow, will give the AI Axis another try later tonight. Thinking to go 125% this time, just to see what kind of damage the Japanese can do.

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

          @black_elk Alright, pretty recent then. There has been a few small adjustments since that version and the default memory has been increased from 1 GB to 2 GB which could have an impact on AI speed as well. Be interested to see if that memory increase makes any difference for you.

          EDIT: I loaded up your last save game you posted and the memory should make a big difference actually. Trying to play Iron War with only 1 GB even without the AI is probably slow. As the map itself ideally needs around 1.5 GB to fully load everything up in memory so you probably had hard disk swapping the entire time.

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

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          • redrumR Offline
            redrum Admin
            last edited by

            Decided to run an all Hard AI game and let it run til round 7 when Germany begins to overrun Russia and appears the Axis should have this one in the bag: 0_1524161355825_Iron_War_Hard_AI.tsvg

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

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            • redrumR Offline
              redrum Admin
              last edited by

              @Frostion @Black_Elk So the first thing I noticed is the AI doesn't properly consider AA when purchasing as they are a valid land unit for attacking/defending. So I went ahead and fixed it: https://github.com/triplea-game/triplea/pull/3384

              You'll most likely see the AI buy more AA guns now primarily for fodder. It seems to go for a blend of AA guns and infantry now given the costs which is fairly reasonable.

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

              Captain CrunchC 1 Reply Last reply Reply Quote 1
              • redrumR Offline
                redrum Admin
                last edited by

                @Frostion Next thing I notice is the AI attacks neutrals like crazy! This is because it sees them as another enemy player rather than neutrals. Do you think there is an easy way to determine which are 'neutral' players by looking at certain parameters we already have? Or does it make sense to add an attribute to player?

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

                HeppsH 1 Reply Last reply Reply Quote 1
                • Captain CrunchC Offline
                  Captain Crunch Banned @redrum
                  last edited by

                  @redrum hey did you just adjust the AI purchases (AA and Infantry) for the overall AI or just for the Iron War map??

                  I havent tested the latest AI in awhile since you have not been doing tactical improvements but your last post maybe you altered the AI than when I last played it ... was that a tactical AI update?? 🙂

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                  • HeppsH Offline
                    Hepps Moderators @redrum
                    last edited by

                    @redrum Isn't the neutral parameters already hard coded? I would have thought there are already things in the code that would allow the AI to omit them as a threat.

                    "A joyous heart sours with the burden of expectation"
                    Hepster

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

                      @hepps I mean when you have an actual player that acts as neutral. Open up Iron War and you'll see what I mean 🙂

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

                      wc_sumptonW HeppsH 2 Replies Last reply Reply Quote 0
                      • wc_sumptonW Offline
                        wc_sumpton @redrum
                        last edited by

                        @redrum
                        I think in Iron War there really is no 'Neutral'. 'True Neutral' is assigned the relationship 'Closed-Borders' which has the 'archType' of 'War'.
                        I believe this is done so that the AI can attack 'Neutral' territories.

                        Cheers...

                        redrumR 1 Reply Last reply Reply Quote 0
                        • HeppsH Offline
                          Hepps Moderators @redrum
                          last edited by

                          @redrum You are nothing if not always correct. I should know better than to stick my thick neck out... lest it be hacked off with the sword of enlightenment.

                          "A joyous heart sours with the burden of expectation"
                          Hepster

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                          • redrumR Offline
                            redrum Admin @wc_sumpton
                            last edited by

                            @wc_sumpton Correct. But what I'm getting at is that the AI should treat them essentially as 'neutral' when determining attack/defense. As those neutrals can't attack and its generally better to only attack neutrals if the territory value is high or its a strategic position. The AI shouldn't attack 'neutrals' for positive TUV trades. This is what it is currently doing in Iron War.

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

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                            • redrumR Offline
                              redrum Admin
                              last edited by

                              So my thought is one or both of these player parameters determine if a nation should be treated like 'neutral' and not have the AI TUV trade:

                              defaultType: "AI", "DoesNothing"
                              isHidden: "true"
                              

                              Thoughts?

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

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

                                @redrum As I reported in the past, this has always been a problem with Feudal Japan FFA. I remember to have reported the AI destroying itself to kill huge minor clan stacks.
                                For some reasons, I believe none of those parameters are really very good, and there is the item that is not helping existing maps (for example, that is doing nothing for Feudal Japan, unless someone updates it).
                                As you have said, the matter is that they cannot attack; so I would just have your AI consider "Neutral" whatever player that lacks a "Combat Movement" phase.
                                A better, albeit likely less feasible to implement, way would be the AI being able to see who is lacking a win condition, and this would be better on a FFA perspective, as the AI should also take into account who is closer to its win condition (so, those having no win condition are always at 0%, and the others the AI would have to evaluate (so, practically, in a FFA a player in a very bad shape, that has almost no way to win, would be seen just like a "Neutral" one)). Obviously, this would cover the above point too, as not having a "Combat Movement" phase would almost assure you cannot win, aside from very strange victory conditions.
                                But I'm guessing seeing who can and is closest to win the game is very hard to implement, so just testing for the absence of a "Combat Movement" phase should cover the matter at hand.
                                Side note "Neutral" is really not a good definition, and I suggest to rather reference it as "Null", since "Neutral" (the player) is not "Neutral" (the relationship), but always at "War" with everyone.

                                redrumR 1 Reply Last reply Reply Quote 0
                                • theredbaronT Offline
                                  theredbaron
                                  last edited by

                                  @redrum I just wanted to poke my head in to say that this sounds like a smart idea. In the end, DoesNothing AI is functionally the same (from a player's perspective) to static neutral units. I would actually suggest dropping the isHidden and sticking with only checking for DoesNothing AI, as whether it is shown should probably not affect whether the AI should perceive it as a threat. This will be a great improvement to AI behavior on this map. Frostion may be able to expound on this, but I imagine this problem also exists in Age of Tribes, so we'll have improvements on a few fronts.

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

                                    @theredbaron Ah, surely. "Does Nothing" AI should be considered alike to the Null player, and the AI should do so also in case it is currently assigned, not only if default. Tho that is probably not covering a bunch of cases, in which you don't want to go as far as that, so I think that's a marginal item.
                                    The same can be said if a player is not "used". Practically, whatever makes you skip your "Combat Move" phase I considered it a subset of my previous advice, just like not having the "Combat Move" phase to start with.

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                                    • redrumR Offline
                                      redrum Admin @Cernel
                                      last edited by

                                      @cernel Given that many maps don't have actual win conditions that probably wouldn't work well.

                                      So there are a 2 different types of 'neutrals':

                                      1. Passive (Iron War & Feudal Japan) - neutrals have no combat move phase so treat like 'neutral' and don't worry about defending against them as they can't attack anyone
                                      2. Active (Caribbean Trade War) - neutrals (Pirates/Indians) have all normal phases but have defaultType="AI" isHidden="true". Need to defend against them since they can attack but shouldn't really be attacking them for TUV trades. Think maps that use 'active' neutrals for barbs, wildlife, pirates, etc.

                                      My thought is if defaultType="AI" or "DoesNothing" AND isHidden="true" then treat them as active neutrals. If they have no combat move phase then treat them as passive neutrals (this obviously overrides active neutrals). Might even just really need to check if isHidden="true" since I can't really think of any cases you'd use isHidden for a player that was a real player.

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

                                      C 1 Reply Last reply Reply Quote 1
                                      • theredbaronT Offline
                                        theredbaron
                                        last edited by

                                        @redrum There is one use case, and that is for maps like TWW where there are minor powers that give their units to a major power. I've actually considered using "isHidden" to take the minor powers off of the player selection screen and defaulting them to Human (as the map doesn't support AI anyways for now). Down the road, though, I think it would be beneficial–especially because we have the other maps in development just like TWW in this regard, to somehow allow the selection of AI or Human for, say, the Germans to be applied throughout their minor powers, who are not shown on the selection screen for simplicity's sake. But all I want to say here is that there is a potential use case for an isHidden player to be a real player.

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

                                          @theredbaron Ah, good point as I hadn't thought of that. So I think for active neutrals they must have all the following:

                                          • defaultType="AI" or "DoesNothing"
                                          • isHidden="true"
                                          • All players that are part of said alliance must be 'neutrals' as well

                                          That way if you have any non-neutral player on an alliance then its considered an actual enemy. That way you could do something crazy like have AI control minor nations as part of an alliance that are hidden but that you'd want to consider real enemies.

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

                                          Captain CrunchC 1 Reply Last reply Reply Quote 1
                                          • theredbaronT Offline
                                            theredbaron
                                            last edited by theredbaron

                                            @redrum That sounds phenomenal, fun, and flexible. I heartily endorse this proposal 👍

                                            1 Reply Last reply Reply Quote 0

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