Do AI civilizations build up "threat" opinion modifiers against end game crises? Say, the AI revolt is murdering everyone, will the civilizations in its path band together in a coalition to defeat them?
Yes!
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Do AI civilizations build up "threat" opinion modifiers against end game crises? Say, the AI revolt is murdering everyone, will the civilizations in its path band together in a coalition to defeat them?
Hi Merni
Wiz said in one of the early Blorg streams that species from the same group have a greater affinity when first contacted with species from their own group than if the the contact was from another species group. ie: if an Avian race meets another Avian race for the first time, they are more "friendly" than if they had met say a Reptilian race.
Is the reverse true also? Is there any in-built "rivalry" between species groups? For example do AI Arthropod races have more first contact disdain for Avian races than they would say for Mammalian races? If not, is this something that could be easily modded in?
In BaneWilliams stream, a single robot pop on a sectored planet decided it would be a good idea to work on a tile producing only food, which is of no use to a synthetic pop.
Clearly there need to be some specific AI script that govern priorities when a planet's pops solely are artificial.
Do AI empires also have their own situation log and will they research anomalies?
That's great news!You can spawn predefined empires with the same species type, yes!
For some reason, the alert system is saying you quoted my earlier post. Is this a glitch I should report to the forum tech people, or did you just edit the post?Our AI is not comparable to a NPC in a general game since it has to play the game. These categories that you mention are not really applicable to our games. We need to create a variation of non deterministic AI:s so that they are not predictable. This can't be solved with a simple algorithm or a state machine. But I guess logical AI is the closest to what we do. We use the different ethos, traits, policies to create the variation in the decisions.
Our AI is not comparable to a NPC in a general game since it has to play the game. These categories that you mention are not really applicable to our games. We need to create a variation of non deterministic AI:s so that they are not predictable. This can't be solved with a simple algorithm or a state machine. But I guess logical AI is the closest to what we do. We use the different ethos, traits, policies to create the variation in the decisions.
Not sure that will be great. If a IA can learn to play against a human, this IA will not try to play fun, this IA will try to play with the objectif we give and dont care if an Human think this is a good or a bad game style.Semi-unrelated to Stellaris, but do you foresee using cloud-based computing to boost game AI and allow for machine-learning to be part of your toolset as an AI programmer? I'm thinking of Microsoft's Cortana and Azure based APIs...
Could allow for some awesomely good future game AIs.