Bad AI

General feedback and discussion of the game.

Moderator: Forum Moderators

Post Reply
User avatar
turin
Lord of the East
Posts: 11662
Joined: January 11th, 2004, 7:17 pm
Location: Texas
Contact:

Bad AI

Post by turin »

Shouldn't team 2 retreat the mortally wounded thief? He doesn't; he consistently leaves the thief there instead of retreating it and putting a full health unit in its place. does this have something to do with there being no villages on the map?
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
quartex
Inactive Developer
Posts: 2258
Joined: December 22nd, 2003, 4:17 am
Location: Boston, MA

Post by quartex »

Probably. I think the AI only retreats if there is a village he can reach in 1 turn.
Dave
Founding Developer
Posts: 7071
Joined: August 17th, 2003, 5:07 am
Location: Seattle
Contact:

Post by Dave »

Right. The AI usually only retreats if there is a village he can reach in that very turn. It is pretty hard to analyze the cost/benefit ratio of retreating over multiple turns.

And when there's a map with no villages at all, I'm really not sure what you'd want him to do. Is it really worth rotating the fresh unit into his place? Even if it is, it's hardly a 'clearly stupid' move not to...

David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
eugenelim
Posts: 107
Joined: October 4th, 2004, 1:36 am

Post by eugenelim »

Does the AI retreat to friendly unit with healing as well if it's within range?
Firefox - Tabbed browsing, no popups and more!
http://www.mozilla.org/products/firefox/
Dave
Founding Developer
Posts: 7071
Joined: August 17th, 2003, 5:07 am
Location: Seattle
Contact:

Post by Dave »

eugenelim wrote:Does the AI retreat to friendly unit with healing as well if it's within range?
Nope. The AI knows nothing of units with healing or curing abilities.

David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
quartex
Inactive Developer
Posts: 2258
Joined: December 22nd, 2003, 4:17 am
Location: Boston, MA

Post by quartex »

Hmmm. Too bad the AI can't just treat all hexes next to a curing/healing unit as villages, and thus retreat to the nearest such hex if possible. An AI that knew how to use healers would be a lot stronger.
Dave
Founding Developer
Posts: 7071
Joined: August 17th, 2003, 5:07 am
Location: Seattle
Contact:

Post by Dave »

quartex wrote:Hmmm. Too bad the AI can't just treat all hexes next to a curing/healing unit as villages, and thus retreat to the nearest such hex if possible. An AI that knew how to use healers would be a lot stronger.
The big problem is a unit moving next to a healer, and then the healer moving somewhere else...

David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
Darth Fool
Retired Developer
Posts: 2633
Joined: March 22nd, 2004, 11:22 pm
Location: An Earl's Roadstead

Post by Darth Fool »

Dave wrote:
quartex wrote:Hmmm. Too bad the AI can't just treat all hexes next to a curing/healing unit as villages, and thus retreat to the nearest such hex if possible. An AI that knew how to use healers would be a lot stronger.
The big problem is a unit moving next to a healer, and then the healer moving somewhere else...

David
This could be addressed by having healers get priorityin moving first. The tough part would be deciding where the optimal place to move the healer would be. Something along the following lines might work:

1) decide which units need to be healed and which can be used for attacking.
2) move/attack with units that don't need to be healed and aren't healers.
3) move/attack with healer units.
4) retreat units that should be healed.

Of course deciding wether a healer should be used for an attack or not is tough. Also the algorithm for moving the healer could be interesting. Should it move to the place that maximizes the number of wounded units that can move next to it to heal, maximize the number of hit points for all units that could reach it, maximize the number of near death units it can heal, maximize the number of any of the above for units that can not retreat because they attacked this turn (and got whooped real good)? A human player might choose any of these depending on the circumstances or do something else (like move a healer behind a fully healed unit that he expects will be attacked next round.
Post Reply