Prior 1.19b analysis here: https://forums.elementalgame.com/405148
Purpose: Analyze strategic AI behavior to help identify issues and hopefully help improve the game.
Scope: Basic block and tackle strategic actions such as exploration, expansion, city improvements, etc.
Scenario:
Saves:
Faction Concerns:
Summary of Observations:
Brad & Crew - Please get those memory issues fixed and start gearing sovereigns, spouses, and champions. Thanks!
For 1.19d analysis please see here: https://forums.elementalgame.com/405730
Started a new game with the same variables to observe consistencies. Only difference is randomness of AI starting locations.
Brad - unsure why some factions are acting retarded, suspect broken xml tags. And of course gear sovereigns, spouses, and champions...blah blah blah.
Of course with my tests that give each faction a start of gold, library, refugee, and food, the Umber are the strongest. Maybe look into how they are starting their economy?
I bought the game in Sep '10 after being super impressed with GalCivII. Started playing a normal game, rolled it, then moved to ridiculous and rolled that too. Came to the forums to find out what the deal was with the release and the rest is history.
I play ridiculous each and every time. However, my daughter recently started playing novice and I help her with that. So with that perspective, I don't see the AI acting differently other than what they can build with the resource buffs on ridiculous level difficulty. Across all difficulty levels they don't gear their sovereigns, spouses, and champions for some reason. I suspect that either Brad hasn't had time to code the difference or the game becomes unbalanced on lower difficulty levels if the heroes roll the map all decked out.
Ridiculous level players certainly expect the AI to act like a human player as much as possible - which includes making the best units and hiring/gearing all heroes. It is counter intuitive to see the AI making good normal units with the best weapons and armor but then have a sovereign explore the map in their underwear, getting killed by monsters and ruffians or sticking their neck out so a human player can decapitate the entire empire by eliminating the sovereign.
I think Brad could do the following to make ridiculous even better:
We, the players, would then see the AI performing some common sense actions and help with the competitiveness of the game. Now the AI should probably not do that on lower difficulty levels (i.e. purposely act retarded for the more casual player) but maybe that's the problem with how to code it across multiple difficulty levels? Dunno.
[Edit] With all the memory issues maybe another prohibiting factor for improvement is competition for available memory. I have no idea how much memory the AI threads are using but maybe certain changes can't be made considering the ongoing struggle to fix oom problems. At any rate I remain optimistic that our AI arguments, supported with factual observations, will help the crew continue to improve the game.
[Editx2] I see the vision and passion from SD. I see the vision and passion of the community (especially modders). All of us who truly care are trying to constructively bring that vision to reality - which is why I'm still here bloviating.
THanks for link over to this from Elementerra thread.
Just thought I'd break down the factions here based on the 11 or so test runs I ran compaing starting position FERTILE vs OASIS. Sorry I only used 5 factions; but wasn't only tangentially aware that diff. factions were behaving so differently (thought this was fixed in 1.19 )
Broken down by faction and OASIS (O) vs Fertile land start (F). Recording the number of times faction failed to go above "10" population after 70 turns and recording the average faction power (FP):
Capitar:
O: Failed on pop: 1/3 ; FP = 25
F: Failed on pop: 2/8 ; FP =35
Pariden:
O: 1/3 ; FP = 21
F: 3/6: FP = 9.2
Note: 2 times they just wandered around and never founded a city
Tarth:
O: 1/3 ; FP = 25
F: 3/8 ; FP = 19
Resoln:
O: 2/5 ; FP = 11
F: 0/5 ; FP = 56
Note: 1 time they wandered similar to Pariden (Oasis nearby...tried to wander to find something better...never did, never went back to Oasis)
Yithril:
O: 0/3 ; FP = 43
F: 0/8 ; FP = 49
Conclusion:
I'd say CAPITAR was sort of "Average". Resoln did well (unless handicapped by OASIS start). Yithril just plain kicked butt. Pariden was "bad" and Tarth was pathetic. If I was in charge of "fixing" this problem...I'd start with the tags associated/behavior of YITHRIL and figure out why it was working so well....and adopt that for the others.
Nice, thanks Joe!
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