[Freeciv-Dev] Re: (PR#14923) Stupid AI Building Wants
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
<URL: http://bugs.freeciv.org/Ticket/Display.html?id=14923 >
Per I. Mathisen wrote:
...
> How is [the building wants code] broken? It does seem to work.
...
It does *seem* to work for rulesets similar to the default ruleset.
Provided you do not look closely.
1) The military adviser code pounds arbitrary numbers into a mess to
produce a 'want' value, whereas the founders and settlers code does a
good job of trying to take into account the costs of founders, settlers
and ferries, the kinds of terrain available, and the distances to
objectives. It so happens that the numbers produced by the military
adviser seem to be OK for the default ruleset. Use a different ruleset
and the founders and settlers code will adapt well. The military adviser
code will not. The improvement wants are similarly suspect. The problem
here is that the numbers must be compared to decide what to build, so
both must adapt to the ruleset. No amount of tweaking the military
adviser or improvement want computations will ever fix that problem;
only a replacement with something that computes a value that can truly
be compared to the cost-benefit analysis done by the founders code is
adequate: that means a dimensionally correct value measured on the same
scale. We have gone to much trouble (through the effects code) to enable
expression of rulesets different from the default; I believe the AI
should be able to cope with them, but currently can not. I'd go further
and say that the only rulesets worth producing are those quite different
from the default, as they are the only kind that can give a really
different game experience.
2) AI paratroopers. There is code executed for them, but does the AI
ever actually decide to build any?
3) AI aircraft. Similarly.
4) Space race. Will an AI actually ever decide to build the Apollo
Program and win by flying to Alpha Centuri?
5) The AI is obsessed with building Barracks and Airports, to the point
of stupidity.
6) In the default ruleset, there is an almost linear progression in the
best kind of military unit to build. But consider a ruleset in which
there are variant technology branches (for example, one branch for spear
men type units and another for cavalry type units), such that the AI
ought to research the technologies on whichever branch it has progressed
furthest. How would the AI cope? The Ancients ruleset has this feature
to some degree. I suggest that rulesets with that feature are more
interesting, because they present a real strategic choice to the player.
7) How many ferries is enough? The AI will happily build vast flotillas
of unnecessary ferries: a long-standing problem.
8) The AI never builds some kinds of improvements that human players do
(Harbours, for example). Why?
I believe my patch helps #1 and #6. I know it fixes #2--5, 7 and 8,
having observed AI-only games running with it.
...
> Is not the problem then that the AI stops building settlers under
> Republic?
...
Yes.
An underlying problem is perhaps that the AI undervalues new cities, so
that when it compares the benefit of building a Settler (the value of
the new city) against the cost (the upkeep in shields and food) it
concludes that they are not worthwhile. Perhaps it undervalues new
cities because the AI does not consider the benefit to be gained once
the new city has grown.
However, under Republic the AI faces the difficulty that some cities
apparently can not support Settlers at all: most cities will have only a
+1 food surplus, rather than the +2 required. It is reasonably common
that none of the AI's cities have a +2 food surplus. In that case, it
does not matter how highly the AI values new cities, because it believes
it can not build the Settlers to found them. My observations of of the
AI suggested that this was the main reason for the problem.
I think it is useful to compare the AI's play with my own. When I play
the game, I use CMA pre-sets. In the rush-to-Republic phase I generally
use a 'science' pre-set for all cities, which gives many bulbs. However,
I usually tweak some cities to force them to produce surplus food to
support Settlers. Once I have a proper government, I keep the larger
cities on the 'science' pre-set and switch the smallest cities to a
'growth' pre-set. The smallest cities are also usually the Settler
producers (because, being recently founded, they are at the edge of my
nation and therefore near settlement sites). I think the tweaking and
use of different pre-sets is what prevents me falling into the trap that
the AI can fall into. Another example of the AI lacking strategic
planning. The code I added to reduce the Want for governments with
expensive Settlers was an attempt to provide the AI with a little
strategic planning; evidently it is not good enough. Perhaps what we
really need is a strategic planning module for the AI, which sets the
(food, shield, science, etc.) building priorities for each city, as I do?
- [Freeciv-Dev] Re: (PR#14923) Stupid AI Building Wants, Per I. Mathisen, 2006/03/05
- [Freeciv-Dev] Re: (PR#14923) Stupid AI Building Wants, Benedict Adamson, 2006/03/05
- [Freeciv-Dev] Re: (PR#14923) Stupid AI Building Wants, Per I. Mathisen, 2006/03/06
- [Freeciv-Dev] Re: (PR#14923) Stupid AI Building Wants, Benedict Adamson, 2006/03/07
- [Freeciv-Dev] Re: (PR#14923) Stupid AI Building Wants, Per I. Mathisen, 2006/03/11
- [Freeciv-Dev] Re: (PR#14923) Stupid AI Building Wants,
Benedict Adamson <=
- [Freeciv-Dev] Re: (PR#14923) Stupid AI Building Wants, Per I. Mathisen, 2006/03/13
- (no subject), Hubert Maier, 2006/03/13
- [Freeciv-Dev] Re: (PR#14923) Stupid AI Building Wants, Randy Kramer, 2006/03/13
- [Freeciv-Dev] Re: (PR#14923) Stupid AI Building Wants, Per I. Mathisen, 2006/03/13
- [Freeciv-Dev] Re: (PR#14923) Stupid AI Building Wants, Randy Kramer, 2006/03/13
|
|