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unmerged(63886)

@ my Swedish HQ
Dec 26, 2006
2.622
1
Well, to be honest, I don't really get a grip of what you (Yukala) are doing, but AFAIK, you're improving the AI and by what I've heard and seen, improved it a lot?

But perhaps you could explain a bit more, preferbly in english easy to understand so even I understand? :)
 
:D
TeutonburgerW said:
Well, to be honest, I don't really get a grip of what you (Yukala) are doing, but AFAIK, you're improving the AI and by what I've heard and seen, improved it a lot?

But perhaps you could explain a bit more, preferbly in english easy to understand so even I understand? :)

Wu Hu Ho!!!

A dialog concerning the 'Yukala AI Myth'.


Well a little background which means something to me.

Up to 9 months ago I starting having AI 'breakthroughs' and for the time and much of those efforts are in threads buried here in this nice little section.

And now much of this is commonly done.

Such as, AI invasion, island hopping, air power to name the top ones. And in my RiskMod beta's I jumped around alot experimenting with settings, sometimes very wildly.

But I have a longer list now and have been generally keeping my cards closer to my chest as it were. Except to help anyone in the threads who bothered to ask an AI question. Well until just recently that is.

Just lastly I was freshly 'offended' by Lothos's (to me, I can be sensitive sometimes) directed comments to my AI pontificating. But I have actually been far more correct along the way than not, and I am still holding the verdict out for how much the 'front', 'garrison' and 'invasion' ai's are indeed 'affected' by other ai calls not directly under their posting (heading). Each to their own I say. :cool:

So now I am about to deliver this last baby chuck full of AI scripting to a handful closed mouthed betas who I hope will play the thing and only report the 'effects' and not the 'guts' of it. I do not know anymore what I really want out of all this, except maybe a little acknowledgement.

However, I do remind myself this is about having fun and I will keep that foremost and stay 'light-hearted'.

Here is a post from a short while back which covers much. Notice the bolded long AI list.

It's Party time!!

Two live-wires.
:D

Well where to start?

Somewhere at the beginning I suppose.

Some time back I took RiskBattleMod5 and cloned it. Then archived it as was.
Then I poured my focus in another similiar mod.

It is titled, "Guild Imperium'.
It has 70 some countries at start, many similiar to BattleMod5 excepting these changes.
73 countries
3 are Guild countries or Watchers
26 are puppets
In addition to puppeted alliances there are 5 free alliances.
20 total alliances at start.

What this does is reduce the effective number of AI principles to 38 plus the three Global Guilds which are 'inactive' at this time.

Why this important for gameplay is that the game is fast, very fast and does not much slow down even a year out, well not anything like any mod I have so far made.
:D

In addition, revolt modding will still be 'layered' in over five years game time so that at no time will the game slow down any more than an average slow down.

This has with AI performance been one of my leading concerns.

Now, I set an AI performance check-list for myself a few months back. (did not post it).

I have accomplished proven all the list except two. One works partly and I care not to pursue it further, that is AI use of combined arms and the other AI build nuclear and use nuclear. The nuclear use was at bottom of list and now I am moving on for a while.

I will start a thread for this but here is the 'Summary List of Efforts'

Summary List of efforts.

AI use of counter stacking.
AI avoid economy crashes
AI amphibious assaults
AI standardize DoW
AI standardize of peace deals acquiring land in contiguous logical order
AI build of units, particularly overcoming defaulting to mega infantry
AI use of Air first on ground troops
AI use of Air on ships
AI Island hopping
AI two and three front effective
AI opening second and third fronts by sea when already engaged on land front with same antagonist
Reducing CTD risk and increasing stability of game
Randomizing various diplomacy based AI behaviors from game to game, needed to resort use of events for this.
AI proper use of HQ
AI defense against encirclement
AI defend beaches
AI defend against spearheads
AI use of paratroopers
AI use of transports planes for supply
AI build nuclear and use nuclear (on this one I mostly copied someone else's efforts)
AI build forts, factories and radar
AI build navies (bottom of build queue)
AI use of puppets or puppets functioning well (lastly accomplished)
AI use of combined arms


For clarification, Risk Battle Mod, Beta 4 had only half of this, some because I was still casting about with settings and sending it off to the beta testers. :D However in Guild Imperium all are well working. And literally mean ALL, except as noted about combined arms and nuclear.

Another concern that came back to me was my infernal ever growing OOB, that had basically grown to be a large 'crutch' so far as Mod performance goes.

So in Guild Imperium I stripped out the OOB to 10 garrisons with brigades, 10 armored transports and 10 escort destroyers ClassII. Excepting land-locked countries and puppeted minors received lesser numbers of garrisons.

I wanted the AI's to build and use, particularily transport planes and paratroopers, which they did and do. Also those marines for handy amphibious landings etc. which they do and island hoping which they do... etc. etc.

Well to bring a test more to home.
I did the following just lately.

I loaded up DD_1.1 (cause I did not ever play it :eek: so I never patched up to 1.3a.)
I stripped out all AI's and all AI's switches (which means I eliminated by placing them in a archived folder)
I disabled ALL events and all AI calls via the 1939 eug.
I amended 1939 eug. to have USA start as a ally at war, same with Italy. Amended Finland and SOV diplomacy so war would ensue without events etc.
This eliminated the GER advantage for fighting FRA. (contained in the FRA AI file)
I eliminated SOV GDE handicap entirely

I placed my AI as the only AI running every single country in the DD_1.1 1939 scenario.
Aside from the 'rough diplomacy fit' which I mostly only made work by amending the 1939.eug and a handful of lines in various country inc. everything ran fine.

What started me down this path besides wanting to get around to it, was to see if I could get UK to give some land units to FRA. Well thy will not but I now know why, however Australia did, Canada did and New Zealand did. That was good enough for to get UK to do it requires major over-haul of the UK empire.

The AI performance is largely the same from Guild Imperium to DD_1.1 1939 scenario. Differences can be accounted for in the diplomacy model which is far more complicated in vanilla than I see as needful. (my prejudice) Also, I would change the stats on two units straight off, militia and sea transport ships. But that is my preference and understanding. Not necessary of course and I did not do it for this play test.

I have screen shots of everything I have here discussed and will get around to post new threads each with same and further details.

Screens will show proper AI use of HQ, double-line defense, use of reserves, handling the battle line, countering breakthroughs etc. They show repeated AI adroit handling of two and three major fronts and minor ones far flung all at once. Japan taking vast portions of Indo and Phillipines and American Pacific islands all with vanilla OOB and my AI build orders.

All the AI list, especially in Guild Emperium where there are no diplomacy relation handicaps.

I also found the battle for France much more interesting this way, going for the whole of it without handicaps in place.

Well enough for now, though I am forgetting something I am sure.
:D

I guess one could argue all day as makes most of this happen? But when I do not have access to the background code, my portion of the argument gets rather mystical.
:eek:

All my AI's are hand built by me from scratch and represent two years of very hard work and testing.

I have now 5 or 6 kinds with sketches for a few more. What I call different AI's are really no different by definition than saying the Vanilla AI has dozens, one for each country. Except mine are themed to a kind of behavior. Like for a pirate nation, or rebel nation, a republic, puppeted minor or the main one is a Imperial AI bent to conquering world from already being a major country.

A collection of my ideas on how to 'approach' AI functioning in a mod.

This is the short of it.
:rolleyes:
 
I like it all in one place like this :). Makes it look very impressive :D.

Just curious, but why did you not care so much about combined arms?
 
GeneralHannibal said:
I like it all in one place like this :). Makes it look very impressive :D.

Just curious, but why did you not care so much about combined arms?
:cool:
It happens, but armor is so impressive when you see the AI coming at you with a 9-15 armored divisions as one single army!!

You just 'know' your in trouble.
:rofl:

And I also went another direction design wise. Specilization of unit attributes by terrain, weather etc.
 
Yukala said:
:cool:
It happens, but armor is so impressive when you see the AI coming at you with a 9-15 armored divisions as one single army!!

You just 'know' your in trouble.
:rofl:

And I also went another direction design wise. Specilization of unit attributes by terrain, weather etc.

I get it :)
 
I get a little confused too.

So your Risk mod is dead, never to be revived, or is the Guild just a natural evolution? You got to beta5, but no alpha?

I thought I read somewhere that you are considering porting your AI over to the WW2 scenarios. Is that right? Is that a project for after Guild?

I have been checking on your progress for ages but have never been able to participate because I only own DD. Be warned. You have lurkers.

It's your fault that I have had to order Anthology to get HoI2. I am not that interested in Armagedon because it sounds too buggy.

Keep up the good work.
 
Yes you do have lurkers! I too am very interested in the work you've done with the AI. Especially the Island hopping tidbits.

Would you ever consider releasing an AI enhancement mod for standard HOI games? Or even possibly release a guide to creating a better AI?

I too have been tweeking the AI files for South America (to increase activity on that continent) And I was hoping to find a way to make Japan more ballsy when it comes to invading North or South America.
 
Kuma Chan said:
I get a little confused too.

So your Risk mod is dead, never to be revived, or is the Guild just a natural evolution? You got to beta5, but no alpha?

I thought I read somewhere that you are considering porting your AI over to the WW2 scenarios. Is that right? Is that a project for after Guild?

I have been checking on your progress for ages but have never been able to participate because I only own DD. Be warned. You have lurkers.

It's your fault that I have had to order Anthology to get HoI2. I am not that interested in Armagedon because it sounds too buggy.

Keep up the good work.

Yes
Yes
I'll try to keep my clothes on. :rolleyes:
Many, many sincere thanks and gratitude.
:D
 
Quanto said:
Yes you do have lurkers! I too am very interested in the work you've done with the AI. Especially the Island hopping tidbits.

Would you ever consider releasing an AI enhancement mod for standard HOI games? Or even possibly release a guide to creating a better AI?

I too have been tweeking the AI files for South America (to increase activity on that continent) And I was hoping to find a way to make Japan more ballsy when it comes to invading North or South America.

I call it making a 'white paper' and yes I do intend to do it.

Well I am hoping to see it this version of the mod big-time. But only is slated for central and north America west coast.