Heuristicist

Heuristicist

Joined Member # 4740817
5 Posts 20 Replies 8,620 Reputation

[quote who="zuPloed" reply="2" id="3680216"] looked through the AIStrategyDefs.xml, the AI puts a very low priority on constructors before turn 75, regardless what kind of strategy it is pursuing. I allways encounter a lot of slyne constructors early on, but those are probably from the pragmatic trait. [/quote] Very good point. Low priority compounded with some remaining unsettled planets probably caused it. Given that Crusade emphasize resource mana

4 Replies 22,771 Views

Brindles Observatory is very powerful. I always rush it if possible. - it gives a new Pop10 planet --> 3.3 raw production instantaneously + the new planet immediately contribute to my ship production - its 3+ research adjacency is a lot for early game, when placed next to the computer core. Popula

5 Replies 66,686 Views

Not sure what causes this behavior, but at Turn 71, the top power (a God-like AI) in the game only has 1 mining starbase, and is severely lacking mining resources. It has 10 free administrators to use, and plenty un-mined resources in its zone of control. Turn 1 and Turn 71 save files can be found here: http://gofile.me/28Hjp/wuEPygs6J http://gofile.me/28Hjp/e3ZRqI5Ta </

1 Replies 16,340 Views

[quote who="Seilore" reply="11" id="3660193"] Quoting Heuristicist, reply 10 2. human player will not use planet governor, which makes the game too micro-intensive. I never use planet governors because I can usually do a better job on my own. Mind you I normally only go to each planet a

24 Replies 137,811 Views

[quote who="zuPloed" reply="20" id="3660220"] The fun stuff happens, when the AI is done with the list of what it wants to build minus the things it can't build yet. Small secondary systems in a homesystem are almost impossible to get to build farms by modding the Governors + TechGovernors. But I think it is quite salvagable if the syntax in the governor devs can be made to contain conditinal build orders (what I would want to be able to tell the AI is, "if food-population < 1 bui

24 Replies 137,811 Views

[quote who="Frogboy" reply="18" id="3660209"] I have a lot of thoughts on this as I took a look at how this was coded. Basically, imo, it's backwards. The AI goes into a planet already deciding what it wants to build and then tries to find the right tile for it. If it were me, I would look at the best tiles on the planet and then use that to decide what to build. [/quote] Thank you for looking into this! Yes, the pre-determinatio

24 Replies 137,811 Views

[quote who="TheFunMachine" reply="12" id="3660198"] I have to agree. If the AI planet governors were to be updated to better build out adjacency as well as improve build orders, it would go a very long way into helping the AI stay competitive mid-late game simply by reducing production inefficiency. I am not much of a min-max kind f person, but even my planets have a layout that trumps my AI companions. Although, to be fair as well, they're a lot better than they were at launch -- th

24 Replies 137,811 Views

[quote who="zuPloed" reply="13" id="3660199"] If you think about it, it is really not that bad. The AI will most likely place a social matrix or a slave pit on the waterfalls and really only loses on taken and one given adjacency. That's hardly worth mentioning. 1) And later it will possibly replace that one factory adjacent to the research lab or the research lab itself with a social matrix or slave pit. What bothers me more in this example, that the AI hasn'

24 Replies 137,811 Views

[quote who="zuPloed" reply="14" id="3660203"] Also, on the topic of homeworld development, the two major issues I see are: 1) It puts 2.5 pop into each colonizer. Your homeworld is the world which can make the most use of pop due to fastest build of improvements. It should leave those people at home unless pop capped or heavily heavily unhappy. 1b) Sorry for bitching, but this is the problem with having the same population "slider" (you ca make it default to one value

24 Replies 137,811 Views

There used to be a suicidal difficulty level in the game, which marigolden has taunted about a year ago. This level has been since removed/renamed a few updates back. However, with the nerfing of colony capital (a change I like very much), game pacing (very slow) + god like difficulty level + Iconian is the real challenge. Here is what you get after colonizing a planet with 2.5 pop. 42 turns to build the first factory. <img src="http://i.imgur.com/yYs4vKS.p

5 Replies 30,228 Views

[quote who="zuPloed" reply="6" id="3660172"] After that we can talk about adjacencies and optimized final builds. After that we can talk about learning algorithms to determine good ship layouts. But to be honest, I still would put my eggs in another basket first. Strat resource improvements (indirect minor buff by coercion and colony capital production changes). [/quote] This point made by ZuPloed is important, because AI will under-produce and under-tech with respect to hum

24 Replies 137,811 Views

[quote who="zuPloed" reply="6" id="3660172"] The way the AI uses adjacency is it looks for the nicest spot for normal improvements and for hub improvemnts (e.g. power plants) it looks for a place with a lot of adjacend tiles first and then picks the one with the highest bonus. More or less, I guess it is slightly more refined, but this describes well most of the things I have observed. It does also replace normal improvements with hub improvements in good spots btw. [/quote]

24 Replies 137,811 Views

Agreed that ideally at higher difficulty levels, the AI will take into account the adjacency. Improving this area of the game will also significantly reduce micro-management in the game, because human player can rely on planetary governors more. [quote who="Seilore" reply="3" id="3660163"] I agree I've noticed that they do not use adjacency very well at all. It's like they need to place each type of building first prior to looking at adjacency. H

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Clarification: my goal of this post is to brainstorm potential ways to improve the AI governor. We don't need to solve a NP-complete problem that gives absolute optimal placement. A non-optimal algo that improves AI by 2-3x in efficiency will go a long way. I don't know how hard is it to implement the look-up table I mentioned above in the actual source code. Just some food for thought.

24 Replies 137,811 Views

[quote who="zuPloed" reply="58" id="3659986"] Could we get confirmation, that this is being looked at? Like soon? It would really put my mind at ease to see, that you are actually reaching for the low hanging fruit. [/quote] I sent two PMs to you regarding this.

94 Replies 562,343 Views

[quote who="zuPloed" reply="58" id="3659986"] Quoting Heuristicist, reply 56 One area that AI may need a lot of love is the build-order. The AI is building tons of low-yield buildings with return-on-investment 10x lower than the alternative. In 39 turns, I was able to beat the AI by more than 10x in planet production. </di

94 Replies 562,343 Views

Bravo for the return of Brad!! The changes and AI improvements in v1.90 are very positive. The nerfing of colony capital is great because it allows tall strategy to be viable, for example, for Yor. One area that AI may need a lot of love is the build-order. The AI is building tons of low-yield buildings with return-on-investment 10x lower than the alternative. In 39 turns, I was able to beat the AI by more than 10x in planet production. AI Manu: 10; Research 22.1; Income

94 Replies 562,343 Views

TL;DR : I ran an early game comparison (39 turns) in 1.90, and found AI still lags human player significantly (6-10x) in manufacturing or/and research at Genius difficulty. Technically, it is difficult for AI to minmax, but a (hopefully) simple return-on-investment look-up table for build orders should improve AI performance by 2x-3x. And it will greatly benefit AI performance in mid and late gam

24 Replies 137,811 Views