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Re: BattleSim with arbitrary tech Mon, 06 March 2006 06:03 Go to previous messageGo to previous message
m.a@stars is currently offline m.a@stars

 
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Messages: 2765
Registered: October 2004
Location: Third star to the left
Wow! I was not expecting such interest! Very Happy

wumpus wrote on Sun, 05 March 2006 12:18

m.a@stars wrote on Sun, 05 March 2006 10:40

Main automatable/boring tasks:


I think you underestimate the "human element" that goes into doing a stars! turn well Smile Plus, I think a lot of these problems are fairly difficult AI problems; consider that stars! has been around, more or less unchanged in all but (comparatively) minor details, for over a decade, and there are still a fair few different viable race designs and play styles - testimony, IMO, that the vast majority of situations in stars! have no simple, always-correct solution.


I'm afraid you overestimate the scope of my concept of "automation". It would be closer to your own of "optimization" than to any true "Intelligent Agent" Rolling Eyes

I don't want to code a full AI (yet). What I want is to automate some checks and actions, the ones the player would/should be doing anyway. Very Happy A "smart" script could yield a host of warnings, perhaps with proposed solutions. Another kind of script could automate, for example, the introduction on all planetary Qs of your latest "nubian-killer" design, taking care of, say, placing it after autobuild defenses at border planets with less than 100% defenses, but before anything else for the rest of your big worlds, while leaving your small colonies untouched. Weeding out all non-partially-built obsolete designs (as stated by the player) at the same time should be easy, too.


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What I have been pondering is an X file analyzer which will warn of *possibly* strange orders or make suggestions; it might spot stuff like sending damaged ships through gates such that they have a vanishingly small chance of surviving (because the player forgot to take the existing damage into account)


Or because the player forgot that some designs are heavier than others, yes. Wink That would be one of the main roles of my envisioned "routing" helper.

Also, if we knew about fleet composition, it could suggest fuel xports for damaged or fuel-challenged fleets.


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or targetting an enemy fleet 1LY away from a planet when you may have meant to target the planet itself,


Trickier, that, but essential, too. Nod I guess you'd need some kind of "popularity" counter for destinations assigned to fleets in the vicinity. Should leave room for allowing skirmishers and such, tho. Sherlock


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or chasing the MT at a speed which isn't going to work out,


That's not that frequent (or boring) an event. Still, it would be interesting, as well as interception calculations for common fleets, such as: Do I have the fuel? Will I catch them in one turn? Two? If they change course?


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or setting a fleet to improbable orders (I've slipped up and set layers to "patrol" rather than "lay" a few times, ouch ;P).


Heh. What about having your freighters "unload" all their cargo in open space because you loaded them manually and forgot to check the intermediate waypoints? Embarassed I think much of that could be accomplished by assigning a role to each of your designs and letting a dumb beancounter script pore over the whole fleet listing.


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The scope for actually tampering with the players turn is fairly limited I fear :-/


Limited, hah. My current scripts are just outputting reams of "suggestions" for the player to heed (or not) and manually set up.

Pls explain, if you dare Wink , what kinds of things can be done at the x file level: Changing planetary Qs? Speed adjustments for fleets? Routing destinations for planets? Packet warp speeds or destinations (at launch)? Changing waypoint orders?


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Another thing that could be useful: an analyzer for finding out things about enemy races:
- Collects data on all the ship designs you've seen and tries to extrapolate tech levels from that


That would be cool, yes. A small database on every race of the galaxy. Very Happy

As a starter, it would be nice to display exactly *when* you noticed for the first time an unknown
...




So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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