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AI Wars: Evaluation

AI Wars: Evaluation

Series of games with AI vs. AI. Special map (Arena) where each player has an equal shot.

Game and Winner.

  1. Tarth (Kingdom)
  2. Yithril (Empire)
  3. Kraxis (Empire)
  4. Kraxis (Empire)
  5. Tarth (Kingdom)
  6. Gilden (Kingdom)
  7. Magnar (Empire)

More testing to come..

85,657 views 51 replies
Reply #26 Top

I know this is testing AI, but maybe it's also revealing as to some imbalance between the different factions? Procipinee and Markin seem pretty underpowered to me whereas the Empires are a bit too much so.

Reply #27 Top

I haven't seen Markin be underpowered in my games.  They have superior weapons and more hit points, and golems.  They and Tarth are the ones on Kingdom side that give me the hardest problem.

Reply #28 Top

Quoting eaglejk, reply 22
Inefficient is not that bad. I take it all the time. The penalty is only applied when the sovereign is actually in the city. My sovereign spends 99% of my time in the wilderness, thus I get no penalty for 99% of the game.

I did not know that.  One lives and learns.

Then 'Cruel' is the uncontested winner of 'Weakness that only a masochist would take" contest.  I played Karavox recently, and I can attest the penalty is Empire wide, and very significant.

Reply #29 Top

Tarth , hmm master scouts op much? At the absolute least they need to make it 2 points. Ythril, Gilden, and Kraxis definetly due to those sovs having excellent early game traits. Bad early game for the ai is almost a death sentence it still reaches a kind of shutdown point where it can't expand and doesn't know what to do, I refer to this as "stalling out".

 

A big factor in this is the MinDistanceFromStartingPointsin the coregoodiehuts.xml not being adjustable per map size, i.e. on bigger maps an ai that gets hemmed in by high level monsters at the default 12-16 avg distance gets crushed by ais that are able to spread, there is no catching up. If SD doesn't change it I will in my mod but it will have to be a tailored coregoodiehuts.xml for a specific map size. It would be really nice if they put in ...

<GoodieHutType>

 <MapSize>

<Medium>

<MinDistanceFromStartingPoints>12</MinDistanceFromStartingPoints>

</Medium>

<Large>

<MinDistanceFromStartingPoints>16</MinDistanceFromStartingPoints>

</Large>

</MapSize>

</GoodieHutType>

 

Medium/Large/etc would be the Internal name from CoreMaps (so you could add custom map sizes) and any attributes you place in that element only apply for that particular map size. And it would be nice to know the general starting position algorithm so we know the average grid distance between players so we could set the minimum spawn distances accordingly.

 

 

Reply #30 Top

From what I remember, those values don't apply to the AI anyway.

Reply #31 Top

Quoting Lord, reply 27
I haven't seen Markin be underpowered in my games.  They have superior weapons and more hit points, and golems.  They and Tarth are the ones on Kingdom side that give me the hardest problem.

Golems... now there's something that has a lot of potential for version 1.1. One game Markin found a hammer that cast shrink on hit (or does he always have it? I only fought him once). Since he could take a hit no problem, he could just tap everyone in your army with his shrink-hammer and then clean up afterwards. Of course, the AI didn't figure out to do that but rather kept him bashing away on the same unit until it died, it wasn't a game-ender for me. But it still took me some figuring out to beat him.

Reply #32 Top

-1Hp per level is a major penalty. Pariden no longer needs Inefficient to be balanced. The weak troops are enough. And Magnar's slaves need only -1Hp per level. That plus -10 weight capacity and less Initiative is why you will never see a slaver win Elemental.

Reply #33 Top

More results, more results!

Reply #34 Top

Quoting Heavenfall, reply 31
From what I remember, those values don't apply to the AI anyway.

 

Ug if thats true then thats actually the problem. You can watch the ai play and see what happens if they get stuck in an area due to high level monsters then the ai  almost completly stalls out. Its no wonder why Tarth can get through these monster chokes and the other factions are the ones with sov's geared to early game melee. They need to either push back the high level monsters or give "wizard" something to help them in the early game.

Reply #35 Top

Quoting Tuidjy, reply 28

Quoting eaglejk, reply 22Inefficient is not that bad. I take it all the time. The penalty is only applied when the sovereign is actually in the city. My sovereign spends 99% of my time in the wilderness, thus I get no penalty for 99% of the game.

I did not know that.  One lives and learns.

Then 'Cruel' is the uncontested winner of 'Weakness that only a masochist would take" contest.  I played Karavox recently, and I can attest the penalty is Empire wide, and very significant.

Is that wad? Otherwise whats the point? Sounds like inefficient is supposed to be empire wide.

Reply #36 Top

Without hundreds (or thousands) of games with a detailed look at the replays to see why some are winning and others are not... I don't see how this is useful.

How long does it take to run an AI vs AI game with all the graphics disabled? 

Reply #37 Top

Quoting eaglejk, reply 22

Inefficient is not that bad.  I take it all the time.  The penalty is only applied when the sovereign is actually in the city.  My sovereign spends 99% of my time in the wilderness, thus I get no penalty for 99% of the game.

 

I tested it out in a quick game in .992.  I had a building requiring 11 more turns to finish with the sovereign in the city.  It dropped to 8 when the sovereign left the city. 

Then it sounds broke to me. Does not make much sense if its not empire wide.

Reply #38 Top

inefficient tool tip states that it applies for the sov when stationed in a town/city only, and this has been so since WOM, SO

when the sov looses a battle and hoofs it back to the nearest town to heal, THEN that town slows down the production until the healed and the sov leaves the town and as the town is often out at the front lines this can be significant when battling other sides.

harpo

Reply #39 Top


Series of games with AI vs. AI. Special map (Arena) where each player has an equal shot.
Game and Winner.
Tarth (Kingdom) Yithril (Empire) Kraxis (Empire) Kraxis (Empire) Tarth (Kingdom) Gilden (Kingdom) More testing to come..

Its a nice list, seeing at what turn it happened, and who they won against would be nice ;).
Good to  see you doing this :)

Sincerely
~ Kongdej

Reply #40 Top

Quoting Jam3, reply 30
Tarth , hmm master scouts op much? At the absolute least they need to make it 2 points.
 

 

Yes it should cost 2 points, but they should also remove the "Monsters ignore this player"-part of the master scout trait. As someone else pointed out in another post somewhere, you miss like 1/3 of the game if you take monsters out of the equation and that simply isnt fun.

(Btw, i will still take this trait 100% of the time because movement is everything).

So Brad and Derek, make it happen BEFORE release!

Reply #41 Top

Quoting harpo99999, reply 39
inefficient tool tip states that it applies for the sov when stationed in a town/city only, and this has been so since WOM, SO

when the sov looses a battle and hoofs it back to the nearest town to heal, THEN that town slows down the production until the healed and the sov leaves the town and as the town is often out at the front lines this can be significant when battling other sides.

harpo

Well Im gonna pick this everytime! 99% of the time it will not affect me! :)

Reply #42 Top

Quoting FrenziedFan, reply 41

Quoting Jam3, reply 30Tarth , hmm master scouts op much? At the absolute least they need to make it 2 points.
 

 

Yes it should cost 2 points, but they should also remove the "Monsters ignore this player"-part of the master scout trait. As someone else pointed out in another post somewhere, you miss like 1/3 of the game if you take monsters out of the equation and that simply isnt fun.

(Btw, i will still take this trait 100% of the time because movement is everything).

So Brad and Derek, make it happen BEFORE release!

Agreed I modded that out of the pick it is way too powerful!

Reply #43 Top

I'm pretty sure Derek made some changes to this.

Specifically, I think in faction creation you now get more total points but that some of the really big faction abilities cost 2 or 3 points or something.

Reply #44 Top

Quoting Frogboy, reply 44
I'm pretty sure Derek made some changes to this.

Specifically, I think in faction creation you now get more total points but that some of the really big faction abilities cost 2 or 3 points or something.

 

I'll definitely be limiting my contribution in the beta forums to constructive bug reports from here on out.  It appears that the game we're currently playing and the one you have in store for the world next week are versions apart in themselves.  Your team is astonishingly quick.

Reply #45 Top

Quoting Frogboy, reply 44
Specifically, I think in faction creation you now get more total points but that some of the really big faction abilities cost 2 or 3 points or something.

This is so the right thing to do!

Reply #46 Top

Quoting Frogboy, reply 44
I'm pretty sure Derek made some changes to this.

Specifically, I think in faction creation you now get more total points but that some of the really big faction abilities cost 2 or 3 points or something.

quick easy fix :)

As a player I would of course always want more interesting choices, but this will help even out the choices.

Sincerely
~ Kongdej

Reply #47 Top

Quoting Frogboy, reply 44
I'm pretty sure Derek made some changes to this.

Specifically, I think in faction creation you now get more total points but that some of the really big faction abilities cost 2 or 3 points or something.

Great to hear. The built-in factions seemed to have an upper-hand against the custom ones.

How cool would that be to play against a randomly generated AI sovereign, instead of just the built-in ones? Probably not practical, but it would be cool.

Reply #48 Top

Quoting Frogboy, reply 44
I'm pretty sure Derek made some changes to this.

Specifically, I think in faction creation you now get more total points but that some of the really big faction abilities cost 2 or 3 points or something.

Would be cool if you could train henchmen as fallen race. As of now I cannot train evil henchmen :) I guess that goes along with the bloodlines. How about traitors? Altarian blood but evil?

Edit: I take that back I just discovered you can woohoo!

Reply #49 Top

Quoting Lord, reply 48
The built-in factions seemed to have an upper-hand against the custom ones.

Whut?? I think you got it the other way around ^_^

Sincerely
~ Kongdej

Reply #50 Top


Are we going to see more testing? I would like to see the AI results even without the other information.