Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Why the AI doesn´t research?

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> Why the AI doesn´t research? Page: <<   < prev  6 7 [8] 9 10   next >   >>
Login
Message << Older Topic   Newer Topic >>
Why the AI doesn´t research? - 2/23/2009 4:54:38 PM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline
Downloaded them from the site. Thank you. The big trouble we are looking at now is that the AI, after a very fast start (in a few turns they research 1910-1919 units), seems to stop all research and accumulates fantatisct amounts of pp points (up to 7000, and increasing). The question is: why the AI stops research? Maybe Vic could help with this question?

(in reply to Zaratoughda)
Post #: 211
RE: Why the AI doesn´t research? - 2/24/2009 12:37:00 AM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
Probably because the AI neeeds research field 1920-1929 before it can research any further units, but it doesnt see any need to research that field... probably because the SFType picture linked to that 1920-1929 research field is something the AI does not want to construct. Maybe its an SFType without any AIRole scores the AI needs?

You can check the log files in the log directory to see how the AI is ranking all possible research fields.

kind regards,
Vic

(in reply to Bombur)
Post #: 212
RE: Why the AI doesn´t research? - 2/24/2009 3:52:12 PM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline

quote:

ORIGINAL: Vic

Probably because the AI neeeds research field 1920-1929 before it can research any further units, but it doesnt see any need to research that field... probably because the SFType picture linked to that 1920-1929 research field is something the AI does not want to construct. Maybe its an SFType without any AIRole scores the AI needs?

You can check the log files in the log directory to see how the AI is ranking all possible research fields.

kind regards,
Vic



-How do I check these ones? If the AI researching Airships, why they rate other units lower? 1920-29 fields are:

-Air: Early torpedo bombers
-Land: AT Rifles
-Naval: Battlecruiser III

-They are actually more useful than 1900-1909 fields
-Air: Zeppelins
-Land: Early truck
-Naval: Submarines


(in reply to Vic)
Post #: 213
RE: Why the AI doesn´t research? - 2/24/2009 4:09:45 PM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline
I looked to the AI log and, while it seems the AI is building artillery and fighters (which is good), I didn´t find any research ranking...

(in reply to Bombur)
Post #: 214
RE: Why the AI doesn´t research? - 2/24/2009 4:24:57 PM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline
Also chcked the AI roles and it´s all ok. Actually, it seems the AI is stalling somewhere in 1910´s units, and not in the 1920´s gates

(in reply to Bombur)
Post #: 215
RE: Why the AI doesn´t research? - 2/24/2009 4:38:27 PM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
In the log of the AI search for "research" and you should find a report like this.

quote:


RESEARCH
Saved pp:  9, Normal pp:  46
bestseamod=  0.0114315
Bazooka .. weight = 400, previous weight=  4,  powerpointpercentmod= 1
Tankdestroyer .. weight = 100, previous weight=  1,  powerpointpercentmod= 1
Flak .. weight = 400, previous weight=  4,  powerpointpercentmod= 1
Fighter .. weight = 500, previous weight=  5,  powerpointpercentmod= 1
Levelbomber .. weight = 600, previous weight=  6,  powerpointpercentmod= 1
Divebomber .. weight = 600, previous weight=  6,  powerpointpercentmod= 1
Rifle II .. weight = 184, previous weight=  4,  powerpointpercentmod= 16
Light Tank II .. weight = 100, previous weight=  1,  powerpointpercentmod= 1
Artillery II .. weight = 700, previous weight=  7,  powerpointpercentmod= 1
Infantry Gun III .. weight = 257, previous weight=  3,  powerpointpercentmod= 5
AT-Gun II .. weight = 600, previous weight=  6,  powerpointpercentmod= 1
Medium Tank II .. weight = 0, previous weight=  0,  powerpointpercentmod= 4
Heavy Tank II .. weight = 89, previous weight=  1,  powerpointpercentmod= 4
Machinegun III .. weight = 75, previous weight=  1,  powerpointpercentmod= 8
Scout II .. weight = 400, previous weight=  4,  powerpointpercentmod= 1
Mortar III .. weight = 200, previous weight=  2,  powerpointpercentmod= 1
Cruiser II .. weight = 0, previous weight=  0,  powerpointpercentmod= 4


(in reply to Bombur)
Post #: 216
RE: Why the AI doesn´t research? - 2/24/2009 11:46:10 PM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline
My report has only the two first lines....well, I give up. I´m going to prepare a new version of the mod withouth the gates...

(in reply to Vic)
Post #: 217
RE: Why the AI doesn´t research? - 2/25/2009 3:33:32 AM   
Jeffrey H.


Posts: 3154
Joined: 4/13/2007
From: San Diego, Ca.
Status: offline
Why not add an AIRole score to the gate ?

_____________________________

History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson

(in reply to Bombur)
Post #: 218
RE: Why the AI doesn´t research? - 2/25/2009 6:53:16 AM   
Zaratoughda


Posts: 714
Joined: 11/15/2008
From: NE Pa, USA
Status: offline
Really! Actually, why not add multiple AIRoles to the gate? That should get the AI to build it I would think for sure.

Z

(in reply to Jeffrey H.)
Post #: 219
RE: Why the AI doesn´t research? - 2/25/2009 11:59:32 AM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline

quote:

ORIGINAL: Jeffrey H.

Why not add an AIRole score to the gate ?



I did....but, for some strange reason, doesn´t work. My version withouth gates seems to be working somewhat better. The AI developed up to mortars III, but still seems to stall after that unit.

(in reply to Jeffrey H.)
Post #: 220
RE: Why the AI doesn´t research? - 2/25/2009 1:39:41 PM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline
Here is an AI log with the new mod...

RESEARCH
Added 21 pp to savedpp of regime. which is now: 21
Saved pp: 21, Normal pp: 10
bestseamod= 0.1133908
Infantry gun I .. weight = 1600, previous weight= 16, powerpointpercentmod= 1

(in reply to Bombur)
Post #: 221
RE: Why the AI doesn´t research? - 2/25/2009 5:15:42 PM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
This means that at that moment the AI thinks the only thing it can research is Infantry Gun I.

Is that right?

If not you have to compare what Infantry Gun I research field has that the others that should be availble have not?

You might want to test this with giving the AI like 5000 PP to start with so you can see it buy research.

(in reply to Bombur)
Post #: 222
RE: Why the AI doesn´t research? - 2/25/2009 6:45:18 PM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline

quote:

ORIGINAL: Vic

This means that at that moment the AI thinks the only thing it can research is Infantry Gun I.

Is that right?

If not you have to compare what Infantry Gun I research field has that the others that should be availble have not?

You might want to test this with giving the AI like 5000 PP to start with so you can see it buy research.


No, Vic, it isn´t right. There are many other fields to research for the AI. A trouble I thhink that could be happening is that I´ve created too much SF groups (four ships SF groups for instance) and maybe the AI becomes confused on how does each researchfield compares with others. I think it will be a looong time until I can have a working AI for this mod, so it would be better to make the definitive release of Bombur mod as an PBEM only mod, while, I can try to have a simplified tech tree for AI games.

(in reply to Vic)
Post #: 223
RE: Why the AI doesn´t research? - 2/25/2009 6:52:52 PM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline
Here is the data on an AI with 5000 points (using the version with gates)
Turn 1
RESEARCH
Added 4987 pp to savedpp of regime. which is now: 4987
Saved pp: 4987, Normal pp: 10
bestseamod= 1000
Zeppelin .. weight = 12700, previous weight= 127, powerpointpercentmod= 1
Bought researchfield: Air units 1900-1909

The AI actually has three options to research (Submarine I and early trucks are the other)

(in reply to Bombur)
Post #: 224
RE: Why the AI doesn´t research? - 2/25/2009 6:55:30 PM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline
Here is the log for turn 2

RESEARCH
Added 48 pp to savedpp of regime. which is now: 4908
Saved pp: 4908, Normal pp: 10
bestseamod= 1000

-The AI simply ignores the other fields. But we will know that they will research them latter. Let us see what happens.

(in reply to Bombur)
Post #: 225
RE: Why the AI doesn´t research? - 2/25/2009 6:57:36 PM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline
Turn three, and the AI researchs Naval Unit I (Submarine I)

RESEARCH
Added 23 pp to savedpp of regime. which is now: 4931
Saved pp: 4931, Normal pp: 10
bestseamod= 1000
Submarine I .. weight = 800, previous weight= 8, powerpointpercentmod= 1
Bought researchfield: Naval units 1900-1909


(in reply to Bombur)
Post #: 226
RE: Why the AI doesn´t research? - 2/25/2009 7:04:11 PM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline
Turn 4. The AI bypasses the Light truck (which is the third 1900´s gate) and goes right for machinegun 1. I thought the trouble could be here. In other words, by bypassing this unit, the AI makes all the post 1910 research collapse. In such event I could create the fake Truck you mentioned before.

RESEARCH
Saved pp: 4804, Normal pp: 13
bestseamod= 0.06666667
Machinegun II .. weight = 3700, previous weight= 37, powerpointpercentmod= 1
Bought researchfield: Land units 1910-1919

(in reply to Bombur)
Post #: 227
RE: Why the AI doesn´t research? - 2/25/2009 7:07:18 PM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline
Turn 5. With access with 1910-1919 units, the AI starts to research 1910´s infantry.

RESEARCH
Saved pp: 4677, Normal pp: 16
bestseamod= 0.06666667
SMG I .. weight = 1700, previous weight= 17, powerpointpercentmod= 1
Mortar I .. weight = 3200, previous weight= 32, powerpointpercentmod= 1
Bought researchfield: SMG I
Bought researchfield: Mortar I

(in reply to Bombur)
Post #: 228
RE: Why the AI doesn´t research? - 2/25/2009 7:10:31 PM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline
The AI goes researching infantry. If they don´t start to research the Early truck, their research will stall soon.


RESEARCH
Saved pp: 4595, Normal pp: 21
bestseamod= 0.06666667
Special Forces I .. weight = 1900, previous weight= 19, powerpointpercentmod= 1
Bought researchfield: Special Forces I

(in reply to Bombur)
Post #: 229
RE: Why the AI doesn´t research? - 2/25/2009 7:13:58 PM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline
Turn 7 and the AI seems to have stopped r&d

RESEARCH
Saved pp: 4557, Normal pp: 22
bestseamod= 0.06666667

(in reply to Bombur)
Post #: 230
RE: Why the AI doesn´t research? - 2/25/2009 7:17:29 PM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline
Turn 8 and research is stalled. So the trouble is in the truck, not in the ballons. Now we will try with a fake early truck with improved anti infantry ratings.

(in reply to Bombur)
Post #: 231
RE: Why the AI doesn´t research? - 2/25/2009 7:36:50 PM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline
Pointing the research field to a fake truck with good anti infantry and anti armour rates didn´t work. Changing the AIROLE of this fake truck to armour also didn´t work. I´m running out of ideas.....

(in reply to Bombur)
Post #: 232
RE: Why the AI doesn´t research? - 2/25/2009 7:39:17 PM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
I think the AI might not at all be interested in AIRole=Mobilizer. And you might want to avoid making such a an AIRole SFType a bottleneck

(in reply to Bombur)
Post #: 233
RE: Why the AI doesn´t research? - 2/25/2009 10:01:33 PM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline
I considered this too, but changing the AI Role for the fake truck didn´t work. Maybe the fake truck should have a different picture? Currently it has same picture but a different SF slot.

(in reply to Vic)
Post #: 234
RE: Why the AI doesn´t research? - 2/25/2009 10:12:05 PM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline
Tried to give the tech to the AI, but the research stalls anyway. Well, I give up. I´m going to release v1.00 as PBEM only file. I will study ways to make the mod AI compatible latter.

(in reply to Bombur)
Post #: 235
RE: Why the AI doesn´t research? - 2/26/2009 8:09:10 PM   
Jeffrey H.


Posts: 3154
Joined: 4/13/2007
From: San Diego, Ca.
Status: offline

quote:

ORIGINAL: Bombur

Turn 4. The AI bypasses the Light truck (which is the third 1900´s gate) and goes right for machinegun 1. I thought the trouble could be here. In other words, by bypassing this unit, the AI makes all the post 1910 research collapse. In such event I could create the fake Truck you mentioned before.

RESEARCH
Saved pp: 4804, Normal pp: 13
bestseamod= 0.06666667
Machinegun II .. weight = 3700, previous weight= 37, powerpointpercentmod= 1
Bought researchfield: Land units 1910-1919


Not sure what it means but I noticed your turn 4 "bestseamod" parameter dropped like a rock this turn.


_____________________________

History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson

(in reply to Bombur)
Post #: 236
RE: Why the AI doesn´t research? - 2/26/2009 11:47:43 PM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline
That´s a good question....

(in reply to Jeffrey H.)
Post #: 237
RE: Why the AI doesn´t research? - 2/27/2009 8:11:22 PM   
Jeffrey H.


Posts: 3154
Joined: 4/13/2007
From: San Diego, Ca.
Status: offline
I guess I don't understand fully what the gates are doing there in concept. Is it that once a gate is passed, (purchased) new techs are released ?

Are the old techs obsoleted or blocked ? So, if a gate is passed then techs not selected are no longer available ? For instance, If I pass the gate without buying the previous level techs, I can't purchase those techs at all, (not even the old ones) in my current era ?

I think the concept is workable and interesting, but I don't understand how they work ATM.


_____________________________

History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson

(in reply to Bombur)
Post #: 238
RE: Why the AI doesn´t research? - 2/27/2009 8:13:28 PM   
Jeffrey H.


Posts: 3154
Joined: 4/13/2007
From: San Diego, Ca.
Status: offline

quote:

ORIGINAL: Bombur

That´s a good question....


I also noticed that once the T3 naval tech gate was purchased, that parameter dropped. I guess it had something to do with naval vs. land development paths.


_____________________________

History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson

(in reply to Bombur)
Post #: 239
RE: Why the AI doesn´t research? - 2/27/2009 8:56:09 PM   
Zaratoughda


Posts: 714
Joined: 11/15/2008
From: NE Pa, USA
Status: offline
Just one comment on reading this thread...... from what Vic said as well as what I have seen myself.... it appears that the AI does not research mobilizers (e.g. improved trucks and whatever). So, if you took out the requirement of going to the next level of having the truck researched, there is a good chance that the research would not get stopped.

Also, being that the AI does not research mobilizers, you might want to consider giving that research free when you reach a new level. In other words, the improved truck would come with Land Units 1910-1920... or something along those lines. Just not sure how you might do that.

Hope this helps,

Z

(in reply to Jeffrey H.)
Post #: 240
Page:   <<   < prev  6 7 [8] 9 10   next >   >>
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> Why the AI doesn´t research? Page: <<   < prev  6 7 [8] 9 10   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.219