Improving the Military AI

The AI is pretty good at many aspects of the game, except one: Military strategy.
To illustrate part of the problem let me summarize my latest game:

All intelligent AI -- gigantic map -- tight clusters -- PQ 10%, military 10%, social 10%, diplomacy 10% (I think)

The Yor managed to get at least twice as many planets as I do, they have three nice tightly clustered sectors of planets (almost like islands) while I have a long thread of sectors and another small clump off in the distance.
Early on (about frigate time), the Yor decide to go to war with me. We have been at war ever since, and we are up to avatar technology. They are more advanced than me, they have an ally who is as big as me, but I will win, I am almost certain.

You see they have been attacking basically the same place for years. The very tip of my empire, specifically the tip planet, has undergone a steady stream of enemy warships. At first I couldn't keep up with them, and they kept the first couple of planets in my chain clear, however for some reason they never sent any troops to occupy those planets, so I sent ship after ship wearing them down while I researched to dreadnaughts. At the beginning their frigates had double the hitpoints of mine and much greater attack values, but since they never capitalized on their success (with transports) the tide slowly turned in my favor.

Fast forward a few years, I have about 10 dreadnaughts parked at my tip planet, a fully upgraded starbase in the same sector with several dreadnaughts parked on it, and the Yor still send a steady stream of ships to be destroyed. Meanwhile, quietly I have been building up a massive assault force with which I can pretty much take the entire cluster of sectors nearest to me in just a few turns. None of their planets has more than a dreadnaught and a defender or battle axe guarding it, and I can simply sweep in with dozens of ships, including constructors, battle transports and dreadnaughts and rip their defenses to shreds. Once I take the system, I am sure they will send and endless stream of ships to attack whatever planet is closest at the moment. So I will fortify in the same manner and build up a strike force to take the next cluster and so forth. Of course I still have to deal with their allies and the other AI's, but strictly militarily speaking, there is zero chance of the Yor beating me despite their huge lead in production, population and possibly resources.

There are a few things I think the AI needs to do to improve its ability to wage war:

1) Strike deeper into enemy territory, target weakly defended critical planets. I realize this is heavy cpu time coding, but even adding a 25% chance to randomly attack any one of my planets would greatly increase the challenge of war, no cpu time needed.
2) Make the CPU realize when it isn't successful sending single ships and make it form up bigger assaults. Singly, all those dreadnaughts and rangers are no big deal, over time, my repair rate vastly outstrips their ability to do damage. If the Yor waited a couple turns and sent the same 50 ships at me at once, they could take down my defenses and it would take me a long time to build up enough ships to replace them.
3) Make the CPU more aggressive with transports, but make them protect the transports with combat ships.
4) Make the CPU target starbases with heavy military upgrades first, before attempting to assault a planet.
5) Make the CPU more actively use non-resource starbases as defense and production in its own sectors.
6) Make the CPU more likely to mass defensive units in the planets bordering people they are at war with.
426 views 12 replies
Reply #1 Top
often problem with striking your home planets isnt the fualty AI its the range :/ The capital ships cant reach that far into your territory. I too noticed its inability to mount an assualt larger than one ship. I mean I see him move fleets of ships but one ship at a time!
Reply #2 Top
I've certainly noticed the AI leaving transports undefending, easy to pick of with the weakest of my military ships.

The AI does attack starbases, but it doesn't go all out against the starbase, it attacks everything in the sector that it can find. Unless the AI has a transport ship backing up it's attack on a ship orbiting a planet, such an attack is simply a waste if there's a starbase in the sector.
Reply #3 Top
You make some good points. Maybe the AI plays a smarter game on the top AI levels? Not sure, the highest I have played so far is only Bright.

Some things I have noticed:

1) They dont consider the current stats value of a ship/target before attacking. One of my favorite tactics is to take the USS Hero and park in the rear area of whoever I am at war with. The Hero usually has great defense (15-20 usually, when the best ship around is a frigate, maybe) by the time a war starts, and the AI will send ship after ship to its doom trying to kill it. This gets the ship level after level and can usually take an AI from strong/strongest in military to weak in a matter of months.

2) They dont protect constructors/transports/freighters. Freighters I guess I can understand, but transports and constructors? Lots of times they move them w/o escorts.

3) Lack of ground troops. You mentioned this above, but the AI is not very good about taking planets because they dont usually have transports around the front.

I have a feeling some of the things I have seen are cleared up at higher AI levels, and frankly even if they are not, I have a ways to go personally before I can take the best the AI can give. I am just now getting to where I can win consistently vs all Bright opponents.

olaf
Reply #4 Top
Whats wrong with not protecting your constructs or transports? I do that all the time :(
Reply #5 Top
Not much of a change at Intelligent level.
The Yor kept throwings tons of Ranger/Dreadnough then avatar at my closest starbase. I was killing 4-5 during my turn and he was sacrificing 4-5 more during his turn.
Then, when his Military rating dropped below mine, he asked/was keen to accept war paying the high price.
Same thing for the Altarians on an other front.
So I just had to defend (heavily I admit) 2 hot spots, and I was able to turtle until I reached a technology victory (Gigiantic Map).
A way to achieve a big score relatively easily.


But I'm sure that in a few months (weeks?) we will look at this period as our shiny days, when a new upgrade will suddenly let the AI mop up the galaxy with us... :D

Herve

~SDC~
Reply #6 Top
The lesson to be learned here is that the AI in GalCiv isn't really all that it's hyped up to be. It does dumb military maneuvers just like very other strategy game AI known to man.

And unlike in Sid Meiers Alpha Century (SMAC), the AI doesn't need to deal with terrain, airpower vs ground units, and oceans.

The reason why the AI is so hard to beat is because it seems to quickly develop a big economic advantage.

So GalCiv is just like every other strategy game on the market. The AI players have an economic advantage, but you outfox it with your superior military tactics.
Reply #7 Top
brad has stated that he's written new tactical algorithms for the AI that will kick in at Intelligent and higher levels. i'm sure an update will the new stuff will come out soon. there will be a performance hit, though. this is why they were not included in the first place.

and yes, all the complaints in this thread are totally valid. the AI does the same things on "incredible".

cheers

h

Reply #8 Top
The main issue may be far simple, actually. I consider that the military side of the AI is no harder to tweak than the dimplomacy side or the expansion side of the AI (which is at least as good as we can be for the most part). The issue lies in playability. On all Intelligent it should not be totally impossible to win, and given the improvements you are talking about in that setting it would make that the case. I have not been brave enough to play above all genius yet, but maybe that answers some questions about the AI "deficiencies."

I mean really...the AI outgrows you and outclasses you - had they sent transports or attacked other sectors in human-style surprise attacks, you would be pissed cause the AI would beat you every single time. I remember everyone saying how easy it was to build starbases for defense and hold them off cause they never attacked anything but the closest threat (ship/base) it could find; well starting on Int I have seen many cases where the AI went around my defended planets to take out my starbases in the back of the sector. These other deficiencies may very well be gone at the harder levels - try to keep in mind that INT level is made to be winnable by the decent player.

I am curious (but not curious to do it myself yet, hehe); play a game on all Incredible and come back to tell us if the AI still had those problems.

Happy gaming.

Gord

~SDC~
Reply #9 Top
Ah, Horatio posted at the same time I did and answered my supposition. Well, we can all look forward to some thorough ass-beatings when the new AI gets implemented.

~SDC~
Reply #10 Top
Gordeleth,

In my particular game, given that the Yor vastly outpowered me, it makes sense that they would be able to wreck me militarily.

I don't think it would be impossible to play if the AI were tweaked to fight smarter, it would just increase the depth of the gameplay all around. Instead of easily turtling up against superior forces, you would have to be much more willing to use diplomacy and other strategies to save your skin.

The flip side of this is that the AI needs to be a better defender, it does a poor job of using starbases and protecting it's most vulnerable worlds.

Also, I think the military AI is probably harder to tweak than the other bit and pieces, simply because of the proccessing time required to calculate all the available factors and to make effective strategic decisions. Which is one of the reasons why I suggest adding simple randomness in addition to any extra strategic decision making.
Reply #11 Top
Very creepy... I experienced practically the same situation in my current game. The Yor and I had pretty much the same tech and ships (BBs, shortly followed by Dreads) but they had a *massive* hit point edge, due largely to their being War Party. I could match them in production, but one on one fights I'd always lose.

Until I got a military star base up and running. By the time I hit +8 attack that hit point edge didn't mean much.

Of course, that was only fighting in that sector... but that was the target the Yor decided on and they just kept on coming into the meatgrinder. The least they could have tried was an attack on the starbase instead.
Reply #12 Top
Oh... I should add that they did try to slip some transports to a few rear-area planets of mine that didn't have any ships in orbit. So presumably the AI was looking for soft targets, at least for easy planet grabs.

Although, as others noted above they sent those transports in alone. Easy pickings for a few partol ships.