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IDProjectCategoryLast Update
0007016AI War 1 / ClassicSuggestion - AI Behavior And TacticsSep 4, 2012 12:07 am
ReporterTechSY730 Assigned To 
Status consideringResolutionopen 
Product Version5.032 
Summary0007016: Reduce the firepower cutoff ratio that "stalking a wormhole" AI ships will wait for before entering
DescriptionCopied from http://www.arcengames.com/forums/index.php/topic,10047.msg98222.html#msg98222

Inspired by this (http://www.arcengames.com/forums/index.php/topic,10135.msg98052.html#msg98052) post and others demonstrating insane threat balls, I am wondering if a reduction in the amount of firepower the AI waits or should go down. As mentioned in Keiths post, if the AI did decide to come in with that threat ball, even though they might not of won, they would of done severe economic damage.

Right now it is chosen such that the AI waits until it has a reasonable chance to win. While this is a great idea, frequently, this will cause stagnation due to good players tending to have well defended planets.

Instead, maybe the firepower ratio to wait for should be sized such that the AI will wait until it has a reasonable chance to do a good amount of damage. Frequently, even if the AI can't win, taking out a large percentage of the stuff on the planet can be quite damaging to the player, and will open the door for future AI threat or even AI threat balls on other wormholes a chance to come in and "finish the job"
Even if no such threat comes along in time before the rebuild, a significant amount of resources will have to be spent to rebuild everything, which may help tip the balance towards the AIs favor in the long run.


(This would be in addition to the AI no longer severely underestimating turrets)
TagsNo tags attached.
Internal WeightFeature Suggestion

Relationships

related to 0005001 resolvedkeith.lamothe AI Undervalues Turret Firepower 
related to 0009467 new Have the AI consider firepower of planets adjacent to the planet they are considering to enter 
related to 0009396 resolvedkeith.lamothe After waiting a long time on a wormhole, threat should "reroll" which planet to stalk 
related to 0009465 resolvedkeith.lamothe Give Freed AI Ships more possible actions 
related to 0009466 resolvedkeith.lamothe Let threat attack at random sometimes 

Activities

TechSY730

Apr 7, 2012 11:28 pm

reporter   ~0021849

Alright, digging through the release notes, I finally found some of the numbers used:

The AI now uses the intel data it has about the relative strengths of planets (as human players do), when determining whether or not to send its ships through a wormhole they are waiting on. This is different from the prior method, which was partly randomized, partly based on an accumulated number of 200 ships, and partly based on having a lot of ships incoming.

    This is a far-reaching change to the emergent behavior, which will have many effects on the gameplay, some of which are likely to be unanticipated at this time. The general expected result is that the AI will not attack players with "trickles" of ships very often anymore, and will instead choose to build up before breaching. The other expected result is the AI acting more sensibly when its command station has been prematuraly destroyed or when ships are freed from a guard post.
    On lower difficulties (<5), the AI actually overestimates its strength 5x, leading it to make dumber decisions. On difficulties less than 6, it overestimates its strength by half, leading it to make occasional stupid decisions there. Both of these are examples of the intentionally-sometimes-off decisions that make the lower-level AIs easier while also making reasonable mistakes a human might.
    On difficulty 9 and up, the AI actually underestimates its strength by half, leading to it to have a greater tendency to wait to strike with overwhelming force.
    These changes should also make the AI more effective in defender mode.

TechSY730

Apr 7, 2012 11:30 pm

reporter   ~0021850

HOLY COW, under estimating its strength by half?! That seems unreasonable, and also means that playing against 9+ will lead to giant threatballs when they probably could of taken you out.
Maybe bumping down that effect a bit?

Cyborg

Apr 8, 2012 11:30 am

reporter   ~0021854

I think you should try playing level 9 and 10 a little bit more and feel the rhythm of it. There is an issue with threatballs, but one of the side effects is giving the player a little bit more time to deal with it when the rate and size of waves is keeping them occupied. Having a more regular incursion rate is that much more challenging for those difficulties.

Level 10 right now is actually fairly nice because it does allow for the hardcore players to get a challenge (and make no mistake, most of our winners on those levels are selectively choosing their modifiers and AI) and achieve something that most never will. If they do want more of a challenge, there is no shortage of modifiers and AI to obtain that. If anything, we should just have more achievements for level 10.

TechSY730

Apr 8, 2012 1:00 pm

reporter   ~0021856

@Cyborg
I'm a little confused about what you are trying to say.
Are you saying you like the extreme "hesitance" of threatballs that high level AIs have?

I'm not arguing with you, just making sure I understand what you are saying.

Cyborg

Apr 8, 2012 1:48 pm

reporter   ~0021860

Last edited: Apr 8, 2012 1:49 pm

On higher levels, yes. Consider that on higher levels, it's extremely hectic and there are so many things going on at once. Increasing the incursion rate is just that much more. It looks intentional to me, anyway, the way that the developers did this.

TechSY730

Apr 8, 2012 1:51 pm

reporter   ~0021862

Fair enough. So you do like high level AIs underestimating their "threatball" strength, but do you agree with the current magnitude of it?

Cyborg

Apr 8, 2012 1:54 pm

reporter   ~0021863

Right now, yes, especially with the economic adjustment. Higher-level play is so much fun right now. Really, if you haven't tried it, jump right in because the water's warm. It's fast-paced, it's fun, is challenging, and for long-time players of this game, it's the latest and greatest we have. I don't see threatballs as being a big issue right now, and I think we should let high-level play settle down for a bit and watch the action reports that are coming in.

TechSY730

Apr 8, 2012 3:15 pm

reporter   ~0021864

@Cyborg
Fair enough.

My bigger concern is the related issue, the sheer magnitude that the AI underestimates turret firepower. While this is very abusable, it is quite blatantly dumb play by the AI.
But the concern would be that if the AI gets a sane consideration of turrets, then the AI would start almost never sending turret balls in, thus making their "committal issues" even worse. Thus this change was inspired, to offset this (thus, the net "committalness" of threat balls would be about the same, thanks to most worlds built for defense having turrets)

Faulty Logic

Sep 3, 2012 9:13 pm

reporter   ~0028173

I like the massive, empire-threatening threatballs, unless they *never* attack. I think that threat should have periodic random rolls, which occasionally lead to an attack order regardless of FP calculations. All threat should also attack or rally to the HW if an AIHW is under attack, to ensure they do something at some point.

TechSY730

Sep 3, 2012 9:17 pm

reporter   ~0028174

@Faulty Logic
That is an interesting idea too, though there should probably be a minimum number of freedships and/or firepower before this roll is even considered (to prevent cases like 10 freed ships charging into a fortified planet like idiots every now and then)
Could you post that as a separate issue and relate it to the "new behaviors for freed ships" idea, and maybe this idea too?

Faulty Logic

Sep 3, 2012 9:33 pm

reporter   ~0028176

I disagree. The (very) occasional loss of tiny threatballs would be offset by them occasionally taking out something you thought was safe (like if some had ff immunity, or they hit during an energy brownout).

New issue and relationship added.

Issue History

Date Modified Username Field Change
Apr 7, 2012 11:23 pm TechSY730 New Issue
Apr 7, 2012 11:23 pm TechSY730 Relationship added related to 0005001
Apr 7, 2012 11:28 pm TechSY730 Note Added: 0021849
Apr 7, 2012 11:30 pm TechSY730 Note Added: 0021850
Apr 8, 2012 11:30 am Cyborg Note Added: 0021854
Apr 8, 2012 1:00 pm TechSY730 Note Added: 0021856
Apr 8, 2012 1:48 pm Cyborg Note Added: 0021860
Apr 8, 2012 1:49 pm Cyborg Note Edited: 0021860
Apr 8, 2012 1:51 pm TechSY730 Note Added: 0021862
Apr 8, 2012 1:54 pm Cyborg Note Added: 0021863
Apr 8, 2012 3:15 pm TechSY730 Note Added: 0021864
Apr 9, 2012 3:47 pm tigersfan Internal Weight => Feature Suggestion
Apr 9, 2012 3:47 pm tigersfan Status new => considering
Sep 2, 2012 8:03 am TechSY730 Relationship added related to 0009396
Sep 3, 2012 9:09 pm TechSY730 Relationship added related to 0009465
Sep 3, 2012 9:13 pm Faulty Logic Note Added: 0028173
Sep 3, 2012 9:17 pm TechSY730 Note Added: 0028174
Sep 3, 2012 9:31 pm Faulty Logic Relationship added related to 0009466
Sep 3, 2012 9:33 pm Faulty Logic Note Added: 0028176
Sep 4, 2012 12:07 am TechSY730 Relationship added related to 0009467