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Post by Space Borders on Jun 27, 2015 17:57:50 GMT -5
Ok, after a rather long monologue in the AI v2.0 thread, I've finally come to the conclusion that we need to prepare a table that contains each and every EDF ship and station with a value assigned to it. The idea is that the AI needs to understand which objects are valuable targets. The Odysseus should be at the top of the list, followed by other mission critical ships and stations, then the Daedalus and finally all other remaining ships. The scale will be chosen according to what we decide the values relative to one another should be. If the Odysseus would be worth 1000, then the Titan, the Athena, the Comm Link, the Space Portal, or any other object which upon destruction would cause the player to lose, would also all be worth 1000. The Daedalus could be worth 900, until at the very bottom we would have the Plasma Centaur at something like 50. The next step would be to determine the ease of destruction, which would start with the Harvester at 1000, all the way down to the Behemoth at 10 for example. After all this has been determined we can discuss strategies, like alien formations etc. I believe this would be a good way to approach this problem.
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Post by three3pryme on Jun 27, 2015 18:00:41 GMT -5
i mean, like i said it could be randomized per ship....
But your way is also good. How are we going to come up with a table for this although?
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Post by Space Borders on Jun 27, 2015 18:04:52 GMT -5
i mean, like i said it could be randomized per ship.... But your way is also good. How are we going to come up with a table for this although? Heuristics cannot be randomized, or else the AI would not function. We need to think about the importance level of every EDF ship and station, so the AI can choose which targets to attack first.
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Post by three3pryme on Jun 27, 2015 18:05:45 GMT -5
We can learn a thing or 2 from homeworld, meaning i get small raids while playing sometimes to stall me during building my things
The AI of the aliens could be something like that..
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Post by three3pryme on Jun 27, 2015 18:07:33 GMT -5
What im trying to say is per ship the importance could be randomized of each ship. but i can see the point you made
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Post by Space Borders on Jun 27, 2015 18:10:20 GMT -5
We can learn a thing or 2 from homeworld, meaning i get small raids while playing sometimes to stall me during building my things The AI of the aliens could be something like that.. That's tactics, which comes at the very end of the AI design. First we need to come up with the tables, but I'm really tired and need to go to bed now.
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Post by three3pryme on Jun 27, 2015 18:11:53 GMT -5
Ah ok!
Have a good night!
I thought the tactics were a big part of the AI system.
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Post by Space Borders on Jun 27, 2015 18:13:57 GMT -5
Ah ok! Have a good night! I thought the tactics were a big part of the AI system. Thanks, and yes they are, but they are built on top of the core AI heuristics.
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Post by three3pryme on Jun 27, 2015 18:16:13 GMT -5
Oh! ok,
sorry for my stupidity i have little programming experience, good think im taking some classes this summer!
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Post by Space Borders on Jun 27, 2015 18:42:46 GMT -5
Oh! ok, sorry for my stupidity i have little programming experience, good think im taking some classes this summer! Don't worry, has absolutely nothing to do with stupidity. Anyway, what we need first is a list of all mission critical objects throughout the game, all objects which will result in defeat when destroyed.
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Post by Clinkzbone on Jun 27, 2015 19:05:54 GMT -5
Mission Critical: Odysseus Athena Zeus Space Portal Comm Station Shipyard HQ Hercules CargoMaster xPress Shuttle Comm Relays
HIGHEST PRIORITY: Space Portal Comm Station Shipyard CargoMaster xPress Shuttle Harvester Drone Comm Relays OreMaster
High Priority: Crius Hydra Deladus WeldMaster Nuke Centaur Odysseus Athena Zeus Hercules HQ
Moderate Priority: Cerberus Non-nuke Centaurs Probe Aegeon
Low Priority: Gladiators Behemoth (because nothing can kill it lol)
Not sure: Fighters
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Post by three3pryme on Jun 27, 2015 19:32:03 GMT -5
Fighters should be same priority as hydra
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Post by three3pryme on Jun 27, 2015 19:32:44 GMT -5
The hercules makes comm relays
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Post by Clinkzbone on Jun 27, 2015 20:35:01 GMT -5
Fighters high priority? Why?
Oh and thanks for reminding me.
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Post by Space Borders on Jun 28, 2015 5:13:06 GMT -5
Clinkzbone has already prioritized the various objects. Thanks a lot for that. In my opinion the fighter should have a low priority, because it is the only unit that can be rebuilt and also in very little time. The next step is to assign some numerical values to them, preferably big ones, perhaps from 10000 all the way to 1. 10000 being the highest priority. We will need these here (first idea for an equation, not final): g(s,t) = [C1 x health(s) + C2 x priority(t)] - [C3 x health(t) + C4 x difficulty(s,t) + C5 x distance(s,t) + C6 x direction(s,t)] Explanation: g(s, t) - is the alien gain for source (s) to attack the target (t). The general arrangement is gain = [pro] - [contra]. health - is the health of either (s) or (t). priority - is the importance of this object for victory. difficulty - is how hard it is for (s) to attack (t). distance - is the distance between the two objects. direction - the amount of rotation required before (s) is facing (t). C1 - C6 - are constant weights, placed on the various factors. These are fine tuned through testing. It is pretty obvious that “difficulty” will be by far the most time consuming part and will result in the making of a really big table. Basically, for every alien ship, we have to make a list of all EDF objects with a difficulty value assigned to it. Like with the priority, it should be a numeric value, from hard (maybe 10000) to easy (1). Zero will be reserved for “undefined”, objects for which values have not been set, e.g. something like a general turret. Anything mission critical must have a priority of 10000. Anything that’s not should have a priority between 10000 and 1. Note: Unfortunately the priority of objects is not constant throughout all missions, e.g. the Cerberus is normally not critical to the success of a mission, however it is in some CM missions. But to minimize the confusion, let’s ignore that for now.
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