SMALL and EASY AI suggestion:

This occured at BRIGHT level, so maybe higher levels are differnt, but:

Brad, I know you said about 30% of the code is dedicated to the sensor part of AI's letting it only know what it OUGHT to know (although maybe it does at higher levels)... but one thing you should let it know that it seemingly doesn't at this point is: when a resource is covered up by a Constructor, it disappears from the minimap for the human and we KNOW someone is on it.

I had the AI send out a Constructor to a resource I had covered up with a base because apperently you didn't let the AI know the resource was now gone. The Constructor then intelligently went to the next open resource, but it should have know for the 20 turns previous that this one was gone.



~SDC~
282 views 9 replies
Reply #1 Top
Sounds realistic, i often send my constructors to resources, and then dont check on them for 15 turns until they arrive, and i find its been taken ;)

That said, maybe the AI/CPU overheard of checking all the resouerce points every turn, and recalculating way points etc is too much for the cpu?

~SDC~
Reply #2 Top
Where a lot of CPU goes through is in the AI figuring out what ships to attack.

It has to do this:

if(pEnemyShip->IsInRange() && pEnemyShip->CanBeSeen())
pMyShip->SetDestination(pEnemyShip);
else
if(pEnemyShip->IsInRange() && pEnhemyShip->HasBeenSeenBefore())
pMyShip->SetDestination(pEnemyShip->LastSeenX(pMyShip->GetOwner()),pEnemyShip->LastSeenY(pMyShip->GetOwner());



~SDC~
Reply #3 Top
Doesit always lock in 100% I've sometimes noticed enemy ships *seem* to only then want to chase my worthless scout around meanwhile overlooking more strategic options along the way. Sorry to be such a Scout Monger! :)

Well, OK, if you guys think it's realistic- I just wanted to see if the AI could be improved on this front a little.

~SDC~
Reply #4 Top
umm yea..thanks brad

*Runs to take that C++ course i always dreamt about way back when* ;)

~SDC~
Reply #5 Top
Oh, and g'morning Frogboy! get your 4 hours of sleep tonight!? :)

~SDC~
Reply #6 Top
opps, Yea Dearmad i think its realistic, although maybe on intelligent and above this would be an interesting theory, would make us have to stop each turn and check out resources. Although im sure many people would not bother doing this

~SDC~
Reply #7 Top
Yup... but the AI can and should do it at Intelligent. It wouldn't make a HUGE benefit to them, but enough that overall the quality of their play would improve.

~SDC~
Reply #8 Top
it does the same thing on intelligent. i've had the AI park constructors next to my starbases before if there are no resources left on the map. i've also seen the following:

1. there are 2 resources available, A and B, A is closer to both me and the AI, B is in the same direction but a little more distant.
2. computer sends constructor to A, as do I, but I beat it there and claim the resource.
3. instead of going on to B, the AI just kinda sits there for a few turns thinking deep thoughts.
4. i send another constructor and claim B.

anyway, the AI in this game is still far superior to any other 4X AI i've encountered. and i'm sure it'll be continuously improved.

cheers

h
Reply #9 Top
Freighter's are excellent spies.
They have long range and if a trade route is lost due to war you can replace the trade route very quicly.
I don't think this is a bug but a strategy.

Leaving a constructor next to a resource is a similar deal. If the starbase gets destroyed you can get the resource.