Let's talk about AI

Hi,

I'm really interested in how AI works in Diplomacy. I had enough time to know that AI was very strong at least on Hard difficulty level in Entrenchment. I find this has been improved with Diplomacy expansion, I played only with Normal AI rivals but it was not so easy to win against them.

However I haven't seen AI players altering their relations with each other yet. Once an AI envoy was flying around one of my planet. It doesn't matter, I should play more and on bigger maps to see more activities from rivals.

I agree that AI players use the game possibilities well and thay can surprise me a lot. I would like to know a bit more about the background, what else work in the AI mechanism beyond the known and difficult rules, like: never be the weakest one and the AI will attack you rarely.

Has AI long term plans? Can the AI be adaptive and change his strategy according to new situations? Can AI players manipulate each other to achieve his goal?

I'm not sceptical, I guess that AI use a complicated system, I would only like to know about the "how and why" more.

I'm waiting some informations about these things from anyone competent.

Thanks in advance

trigorin

7,171 views 13 replies
Reply #1 Top

Has AI long term plans? Can the AI be adaptive and change his strategy according to new situations? Can AI players manipulate each other to achieve his goal?

I suspect that the answers to the first two questions are no and no.  Sadly, AI is just AI and will not be able to mimic human players, at least not in the near future.  You probably don't want to hear this, but if you want opponents that have long-term plans and that can adapt and change their strategy--if you want more challenging opponents, there just isn't a substitute for playing against other people in online multiplayer.  Online multiplayer also introduces a bunch of additional strategic elements to the game, especially in team games.  Just click the Ironclad Online button, register and create an account, and come check it out.  (Most people are still playing Entrenchment, though, and many don't see a need for the Diplomacy expansion.)

Reply #2 Top

Or, reread the topic title and see that this one is all about the AI and not about advertising MP.

Reply #3 Top

Quoting Mazuo, reply 2
Or, reread the topic title and see that this one is all about the AI and not about advertising MP.

Sorry about that.  I just get tired of seeing people complain about the AI or say that it's inadequate when there is a great alternative that solves the problem.

Reply #4 Top

I can understand that, sorry for being pissy about it.

Reply #5 Top

Quoting DirtySanchezz, reply 3

Quoting Mazuo, reply 2Or, reread the topic title and see that this one is all about the AI and not about advertising MP.
Sorry about that.  I just get tired of seeing people complain about the AI or say that it's inadequate when there is a great alternative that solves the problem.

 

You may have read my first post unthoughtfully. I'm not complaining about AI. Some citations from my original post:

"I agree that AI players use the game possibilities well and thay can surprise me a lot."

"I'm not sceptical, I guess that AI use a complicated system, I would only like to know about the "how and why" more."

I think you can find the essence in last citation. Is this really so peculiar?

Reply #6 Top

No to most of your questions.  I've played with AI modding in other RTS', and the core system any AI operates with is based purely on defined values.  While I don't know exactly how Sins AI is done, this is generally how RTS AI works:

 

Units/structures have various 'values' to the AI, and it bases its decisions to attack or keep building up based on its relative fleet 'value'.  Smarter (ie cheating, but necessary cheating) AI will factor its enemies fleet 'value' into consideration before attacking, as well as static defences.  AIs have various predetermined programs/personalities/etc. with fixed build orders and different weighting on various things (Fortifier AI values starbases and tactical structures higher, Researcher AI will allocate more resources to labs and teching, etc.).  AIs do not have a long term plan, and base all decisions on what they have right now.  They will not decide to fast tech to HCs unless their personality has scripted them to do so.  They will not decide that the player is too fortified and try to tech to super weapons or something.

Same goes for combat.  The AI will not go, "OH SHI-" when they run into two level 6 Marzas.  They judge attacking and retreating based entirely on whatever fleet strength values have been programmed into them.  They don't take positioning into account.  A starbase they jumped their entire fleet into and is firing with all 3 weapons is the same threat value as a starbase on the other side of the well.  Cap ship getting focus fired?  The AI doesn't care.  The only way an AI can ever adapt is if they cheat.  Again I don't know to what degree Sins does this, but some RTS AI may be programmed to increase build priority to certain things based on what the player currently has.  Spamming carriers?  Okay, increase priority to flak.

As for diplomacy, again it's based purely on math and scripted behavior.  In Diplomacy, it evens shows you the math the AI is following for how much they like you.  Hit X relation points, and they offer a treaty.  Fall below a certain threshold, and they break it.  They will not bribe you into peace while secretly amassing a fleet on your border.  They will not suddenly break a peace treaty for no reason, unless of course scripted to do so based on their personality file.

Anyway, I hope this is what you were looking for and not a boring wall of text.

Reply #7 Top

That's correct, thank you. I really don't think that AI could (and should) do his job like in a chess game, but I guessed that something should be in the background because sometimes the rivals can surprise me really.

Reply #8 Top

Later this month I'm scheduled to film a lengthy interview on how the AI in Sins works. I'll post here when I can give more info.

Reply #9 Top

Quoting Blair, reply 8
Later this month I'm scheduled to film a lengthy interview on how the AI in Sins works. I'll post here when I can give more info.
I bet it's the early version of Skynet, amirite?

 

:fox:

Reply #10 Top

It sounds good. I'm looking forward to it.

Reply #11 Top

Ibgsloan, thank you for explaining all of that.  I am not as familiar with the nuts and bolts of it as you are, but when I play against the AI, I definitely perceive that it is mindless and really has no idea what it is doing.  The AI doesn't have a grand strategy or plan; it is just inherently incapable of that sort of abstract thought.  I don't think the Sins AI is bad by any means as far as AI goes, it's just that it will never be able to substitute for a sentient opponent no matter how many logical algorithyms it has.  That's why I try to encourage people to consider learning the online multiplayer game, especially when they openly wish for a more strategic AI.  As I see it, online multiplayer is a completely different game because it forces you to delve deeper into the game's strategy.  The game plays much differently when your allies and opponents are capable of abstract strategic thought.

Reply #12 Top

Looking forward to the interview.

Reply #13 Top

So, is there any information about the interview...?