Target Selection - Page 9

Target Selection

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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AF
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Post by AF »

although i disagree with your tactical clicks/micro clicks. EVERY click is technically micro as strategy and macro is deciding what to build, micro is clicking fast to get that shit done and scouring the map for idle builders (lazy bastards :p)
You are wrong in both you assertment and you understanding of my point.

What you say you enjoy is actually microclicking not micromanagement. microclicking can involve tactical management. what you think I am referring to and what soem others have is what i term nanoclicking or pico clicking, or more rather needlessly fast clicking, rush clicking etc....

Sometimes yes tactical management can involve frantic clicking. But essentially you do nto realise my redefinition fo mciromanagement. micromanagement is what Zsjin declared as mundane tasks, infuriating problems, troublesome unit behaviour that needs mouse clicks to correct, things being a nuisance. THAT is micromanagement.

What you say you like when you say you liek micromanagement is not those mundane and infuriating things you have to click to fix, that are repetitive and boring. You like tactical management.
Warlord Zsinj
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Post by Warlord Zsinj »

Well, I can see this is going downhill rather quickly again.

Alantai, you appear to be using big words, but not really saying anything.

And as for me being a Stubborn OTA player, perhaps you should answer the points I raise about the AI, rather than labelling me "Someone afraid of change". Stubborness involves an unwillingness to shift from a position, irregardless of logic. I have shifted my opinion several times in this thread, from being completely against the idea, to realising that with some balances and checks, it would be succesful. What is more, all the arguments I have brought against it have been firmly founded, and generally haven't been answered, but rather intentionally avoided.

Alantai, you like to think of yourself as a "Reformist", dividing us into groups. This is something which I particularly hate, because you have yet to counter many of the points that I made, but are quite happy to make yourself seem like you are right through stereotypically grouping people into sides, with your "side" (who'd have guessed it) as the logical and rational "reformist" side. Its a silly attempt which doesn't actually answer any of the questions raised, or even begin to approach the issues that people have raised with the planned AI system.

I never lumped micromanagement with mundanity, please don't twist my words so that they support your argument. Elements of micromanagement are mundane. These could be handled by an AI. Micromanagement itself is not mundane, and it is not evil, and it entails no more clicking than a large macromanaged battle should. Micromanagement is simply management on a smaller level. There is micromanagement, like controlling raiding, management, such as controlling the flow of a battle, and macromanagement, such as ordering armies into battle, etc. It is my belief that each is as important than the other. Many players are simply unable to cope with managing every aspect, and so are attempting to cover up their skill deficiencies with AI's who will do things for them (note that I say skill related, not chore related). This is not TA specific, and I am speaking so generally here, that you cannot think that I am referring to a particular TA skill. This is applicable to any game, and to life itself. Micromanagement is every bit a part of strategy as anything else. People such as Alantai have merely attempted to wrap it up with mundanity, such as "clicking all your metal makers" or "pathfinding your units" in an attempt to ignore vital points which micromanagement covers (such as evaluating unit tasks in the middle of a battle, or giving your bombers specific attack orders, rather than a general attack order).

My final word is this:
Yes, TA had bugs. Yes, TA had some onerous tasks. Yes, Spring can fix these.
But there are many things which TA got right the first time.
This is why it was such an earth shattering game. This is why, 7 years after its appearance, there is still massive interest in it.
For you to even be here, discussing in this forum, means that TA got many things right the first time, and this is what made it good.
Some of the things suggested in this thread threaten to throw out the window things which were never wrong in the first place; things which made TA what it was.
Perhaps some not directly (although some suggestions blatantly do), some will throw off something seemingly minor, which can thereby throw off the whole balance of the game, and discount everything that made it fun.
Spring must move forward. It is not TA, it is its own game. I am not afraid of change in Spring; it is necessary.
I do think that it would be incredibly silly, and a horrible waste, to ignore what made TA good in the first place.
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Min3mat
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Post by Min3mat »

kinda true Zsinj
reminds me of that idea that you could personally command mexes/solars and catch rays of light/twirl mouse to work drill to rinse that extra metal...btw i'd STILL like to see that, it would be soooo cool and fun also if u spend time microing your mexes you are undoubtably going to lose @ the macro level 8)
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Post by Warlord Zsinj »

For the record, I don't agree with anything min3mat just suggested. :P
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Min3mat
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Post by Min3mat »

:-O surely you want to twirl your mexes :P
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AF
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Post by AF »

Not once did I use the word stubborn nor did I give you as an example of this. However I realise now it could have been misconstrued as having done so.

You fail to see my perspective on micromanagement. To you there is micromanagement as a whole, I instead ahve split what you term as micromanagement into, micromanagement and tactical management.

ZSINJ definition = ALANTAI MICRO+ALANTAI TACTICAL

That was what I was trying to describe, not the

ZSINJ definition = REALZSINJ MICRO - ALANTAI TACTICAL

For that misunderstanbding you have yourself to blame.

Me a reformist? Yes I like to reform, but no sometimes it may seem logical but turn out not to be, you are more wary of possible damage to the engine, however I see it as a, lets do ti and if we dont like it we caan change back.

Also stereotyping is not something I do lightly, there are greys and blurs, nothing is deadset black and white. However who do you speak for? I speak for myself and myself alone, though why place all the blame on that for me? Gabba was just as much a part in it by suggesting it int he first place. Targetting me will get you nowhere zsinj, and sufficive to say your style of arguement is not a very good one as it encourages neverending arguements, it is a social mean, one which is spreading through the forums at a rather unbsavoury pace, which I believed originated form major posters at TAUniverse. For example it is because of storms use of it that I myself started using it before I noticed it.

Do not assume these thigns, do not presume, and do not take things as implied. They will only lead to misunderstanding.
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Gabba
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Post by Gabba »

OK, as a show of good will, I printed out the whole thread ( :shock: we really need a "printable version" button), and made sure I read everybody's arguments. My overall opinion, after weighing things out, is that we should take some risks and allow AI development to run a little wild, then fix what's wrong. It will be better for the game's development than setting very strict limits from the start. The best way to know if something is good is experimenting - besides, this is the attitude of the SYs, and up to now they have made wise choices. However I'd also like to address some specific points. I'm certainly gonna repeat some things that were already said, but here it goes:

1/ We need options up fast in the lobby to control which group AIs are being used. Here's a nice system: first of all, each AI .dll on each player's computer is checksumed, and compared with a database on the server. If it's unknown, it's uploaded to the server, and its name and version number (mandatory to include if you make a group AI) are registered. Everybody has the ability to comment registered group AIs, so when you play someone, you can check what other people say about the AIs he's using. Then you have two options: a) the server decides which group AIs can be used b) the server allows people to vote on which group AIs can be used. This way, you can refuse to play with someone that has an unknown/unbalanced group AI, if you don't trust him; or you can accept to play but vote against the unwanted AIs. Of course, you can also download any AI that has ever been used (since they're uploaded to the main server automatically - an AI dll should be very small I think).

2/ The worry that I agree most with is the following, best expressed by WZ: that players will code unit behaviors to exploit weaknesses in the engine. But I would like to point out that it was already very annoying to be beaten by a freedom fighter rush or a comm-naping, or other exploits (call them "smart tricks" if you want). If anything, those bugs being exploited by AI will lead to fixing them quicker. Don't forget that this is an open-source game, where balance will be reajusted with each version, and exploits shouldn't last long. Look at the game Battle for Wesnoth as an example: balance is reajusted frequently, and losers who thought they had found the single winning strategy and are exploiting it to death can't rely on it anymore.

3/ In my opinion, one of the best way of preventing AI from being too useful and powerful is adding more depth to the game. One thing WZ and I want very much (I hope I'm not misrepresenting his wishes) is terrain that is more relevent to gameplay. The fact that most online OTA games happened mainly on flat, featureless maps is a bad sign: terrain was difficult to use strategically, trees got in the way, and on top of that, pathfinding was horrible (it's a bit better in Spring, but I have good ideas to improve it... coming soon). So let's add in roads, forests in which you can hide, city environments, weather conditions, and so on. The more factors we add to terrain, the better, because not only it will give us more devious ways of surprising our opponents, but also it will make life more difficult for AI, which has a hard time taking many factors into consideration efficiently.

4/ Maybe it's a good idea to say something related to the original subject of this thread? I have already presented several time the idea of a priority queue GUI element, which would give you direct control over what your units will target first, both at the global level and at the unit category level, and even for a specific group. Basically, every unit would inherit from the global priorities, until you assign specific ones to a category or group.

The form that this queue would take is that of a panel at the left that would be toggleable with the unit orders/build menu. It would be a simple list of elements that you can move around in the queue; you would be able to drag enemy units from the screen (and a few special orders from a tray) to add new items, when that panel is open. (A few keyboard shorcuts would be nice too, so you don't have to use the panel much except for complex orders.) Right-clicking on a queue item would make the order more general, so if you dragged a mexx on the queue, right-clicking on the "metal extractor" item would make it "metal producing facilities".

Just to give an example, the current priority queue would probably look like:

Code: Select all

Weakest unit in sight
But you could change it to:

Code: Select all

Radar
Mexxes
Random unit
And then in preparation for an air raid you could send a group of Flash tanks with the priority:

Code: Select all

AA towers
Return to base if there are no more of the above targets
In that last example, I hint at the idea that we could also include specific orders in the priority queue.

This would not be the AI playing the game for you, 'cause you have to make the right decisions in your targets queue, and your units must still be at the right place at the right time. Plus, it won't hinder your tactics (direct orders will be followed as usual), only it will help with the split-second hesitations where you would need to give another target, but you can't because you're looking elsewhere, or the screen is too crowded with moving planes and stuff.

One last note: using these priorities will be much more efficient with large groups of units than queueing all Missile Towers to attack: then you waste firepower and turret turning time, as 50 flashes fire at the same MT (I exxagerate the numbers a bit). If they are governed by priorities, your 50 units should target several MTs at the same time, each one with enough firepower to make sure it's destroyed quickly. Of course, if you want to split your units in three control groups and give different targets to all three simultaneously, you can still do that. But it starts sounding like mad-clicking.[/code]
Torrasque
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Post by Torrasque »

I agree with that :
But you could change it to:

Code:
Radar
Mexxes
Random unit
But you will always have to scoot before sending such order.

but not with that :
And then in preparation for an air raid you could send a group of Flash tanks with the priority:

Code:
AA towers
Return to base if there are no more of the above targets
Generally, a base is some screen big. Perhaps there is not AA in sight...but 2 metre further, 3 etc..Your unit will decide when stop searching? .As you can't know if there is still AA, the IA can't know too.

But things like "shoot all AA in sight" and define order is good for me, and sufficient.
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Delta
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Post by Delta »

I agree with the first point.
But you could change it to:

Code:
Radar
Mexxes
Random unit

But it shuld be made so that the unit does not actually do very much by itself, you would still have to move it around when attacking the enemy base, this would just make the unit choose witch building/unit to shoot first, (the unit not changing target just because I give it a move order.)
Units shuld not drive away across half the enemy base searching for new priority targets (you would have to order them to do that manually), if no priority targets are within weapon range, random targets would just be selected. This means that for units to destroy for example all the AA, I would drive into the base, attacking like normal (as it is now) but if a AA-turret/unit comes within weapon range, units would target that instead of the unit right next to it, but it would still be up to me to make my unit come within range by manuvering them during the battle.

This would remove micro (not having to click the buildings I whant targeted first), without removing any tactics (I still have to give the target priority and move the units around when attacking to make it effective)
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AF
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Post by AF »

Gabba finally! You shifted the focus.
3/ In my opinion, one of the best way of preventing AI from being too useful and powerful is adding more depth to the game. One thing WZ and I want very much (I hope I'm not misrepresenting his wishes) is terrain that is more relevent to gameplay. The fact that most online OTA games happened mainly on flat, featureless maps is a bad sign: terrain was difficult to use strategically, trees got in the way, and on top of that, pathfinding was horrible (it's a bit better in Spring, but I have good ideas to improve it... coming soon). So let's add in roads, forests in which you can hide, city environments, weather conditions, and so on. The more factors we add to terrain, the better, because not only it will give us more devious ways of surprising our opponents, but also it will make life more difficult for AI, which has a hard time taking many factors into consideration efficiently.
That makes my job a lot harder, however perhaps if this information was onyl accessible to the GlobalAI, or the GlobalAI information was made further imperfect. The itnerface already has inbuilt safeguards, for example a function returning zero if the unit isnt in LOS etc.
The form that this queue would take is that of a panel at the left that would be toggleable with the unit orders/build menu. It would be a simple list of elements that you can move around in the queue; you would be able to drag enemy units from the screen (and a few special orders from a tray) to add new items, when that panel is open. (A few keyboard shorcuts would be nice too, so you don't have to use the panel much except for complex orders.) Right-clicking on a queue item would make the order more general, so if you dragged a mexx on the queue, right-clicking on the "metal extractor" item would make it "metal producing facilities".
This could be done with a groupAI of all things. However we would need to change the dll interface code to allow the dll to create new GUI objects such as panels and buttons, perhaps a GUI dll interface to save us recompiling the engien everytime we want to add panels? I heard the new GUI when finished would be able to do this from a textfile...

As for groupAI dll uploading to a main server, perhaps Warlords suggestion that was deemed unfeasible as a step backwards by bundling standard versions with spring could be adapted. We could have moderators and ratings of an AI dll and moderators or very unpopular or biased dll's can be 'revoked'. Now people like aGorm and Warlord and all those whoa re worried need just log in and review the dll's and if they find any worrying candidates they can block them.
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Post by smokingwreckage »

More depth might mean in the future, definable terrain areas. Dawn of War uses an abstract system where mapmakers can define map areas as "cover" and "negative cover". Both slow movement a little; units in cover take less damage, units in Negative cover take more. This is *CONCEPTUALLY* simple but very effective. I'd like group AI's to prefer to cump together in cover, and spread out in negative cover.


This is off-topic really, but I don't want to tout it as an engine feature request because there's too many of those already.

I'm not sure I like a detailed feature-to-attack list, but how about, Unit, Factory, Res (resource unit), Tower, AA Tower. I'm not in favour of a script that selectively targets builders because in most RTS games (and I've played a LOT of them, I'm a sad individual) builder-killing is a scary and effective tactic and IMO shouldn't be automated.
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Min3mat
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Post by Min3mat »

YEAY! Auto-Builder targetting! woot! that would make the AI slightly harder! :) go for it Alantai! :twisted:
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AF
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Post by AF »

I'm not sure I like a detailed feature-to-attack list, but how about, Unit, Factory, Res (resource unit), Tower, AA Tower. I'm not in favour of a script that selectively targets builders because in most RTS games (and I've played a LOT of them, I'm a sad individual) builder-killing is a scary and effective tactic and IMO shouldn't be automated.
As I said, SY's add TEDClass to the unit definition classes in spring in the official release, somebody fix the New GUI code so I cant implement an interface for this feature, and somebody please assign approrpiate TEDClass values to the units in OTA, based on a short list of general types of unit.

Then I will see what I can do, but simply asking for it isnt enough. Aside from that, TEDClass would be useful for the skirmish AI and my proposed Satellite view, reminiscent of the sensor view in homeworld 1+2.
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Post by smokingwreckage »

Sorry Alantai, I can't help out with that at the moment. I was just trying to contribute to the discussion, not making demands.

And I don't mind the computer-opponent AI auto builder targetting. All computer-opponent AIs should attack builders at every opportunity IMO. I just think players should have to think of that for themselves.
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Post by Warlord Zsinj »

Urgh, Alantai, your posts irritate me, because they rarely respond to what I have raised, and are strewn with inconsistencies.
You fail to see my perspective on micromanagement. To you there is micromanagement as a whole, I instead ahve split what you term as micromanagement into, micromanagement and tactical management.
You have completely missed the point. I don't care what you want to split it up into - you approach my arguments as if I have made such divisions. I have not. Micromanagement IS tactical management. Mundane tasks are just that, mundane tasks. They are not linked up to micromanagement at all, and I make this distinction clear in my posts.
For that misunderstanbding you have yourself to blame.
I rather enjoy the irony of your misspelling misunderstanding. It is your communication skills which you believe mislead me. There is no reason for me to read things in your post that are not there.
Me a reformist? Yes I like to reform, but no sometimes it may seem logical but turn out not to be, you are more wary of possible damage to the engine, however I see it as a, lets do ti and if we dont like it we caan change back.
That doesn't describe a reformist at all (apart from having an almost completely incomprehensible second sentence). It describes someone who is gung-ho and going at things blind, hoping they all meet up in the end. Proceeding cautiously and carefully, while apparently slower, saves time in the long run, because you don't have to fix massive mistakes. Especially when such massive mistakes underpin the game, and fixing them could destabilise the whole thing.
Also stereotyping is not something I do lightly, there are greys and blurs, nothing is deadset black and white.
...
Most of the old guard are TA Purists or people who believe they are pillars of the TA community, people who are seen as in high places within the community before spring was in existence, or closed minded individuals. There are also a large majority who are afraid of change who follow them.
I speak for myself and myself alone, though why place all the blame on that for me? Gabba was just as much a part in it by suggesting it int he first place.
So you simultaneously reject it, and the accept it by saying "Gabba did it too!" (how big of you).
Targetting me will get you nowhere zsinj, and sufficive to say your style of arguement is not a very good one as it encourages neverending arguements, it is a social mean, one which is spreading through the forums at a rather unbsavoury pace, which I believed originated form major posters at TAUniverse.
You mean they present arguments which are at odds with your own? Egads, you have been disagreed with in a manner that is logical and well constructed, so you can't simply dismiss it.
Oh, and that TAU thing? That's another stereotype, and a rather offensive one. How does coming from TAU make your opinions any less valid? And each person is completely different, how can you attribute a posting "style"?
And the very idea of a "never ending argument" is a fallacy. The whole point of an argument is trying to convince the other party of your point. If my arguments just lead on forever, then I can't convince anyone of my point, can I?
Besides, attacking the way I argue is hypocritical, because it does nothing to counter the points I make, and only extends the argument ad nauseum.
For example it is because of storms use of it that I myself started using it before I noticed it.
What? :?

-----------------

Gabba, a good post (glad you read it all, you can see the difference it makes).

I disagree with the idea of "hoping that everything will sort itself out", I think this is pretty short sighted, as it means that if I turn out to be right, there are massive issues to be solved, whereas if we approach such potentially massive changes more cautiously, far more scrutiny and analysis is allowed.

And for the record, I did try to keep this discussion vaguely on-topic, but as you would have read, I attacked the idea of target selection.
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AF
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Post by AF »

You mean they present arguments which are at odds with your own? Egads, you have been disagreed with in a manner that is logical and well constructed, so you can't simply dismiss it.
Oh, and that TAU thing? That's another stereotype, and a rather offensive one. How does coming from TAU make your opinions any less valid? And each person is completely different, how can you attribute a posting "style"?
And the very idea of a "never ending argument" is a fallacy. The whole point of an argument is trying to convince the other party of your point. If my arguments just lead on forever, then I can't convince anyone of my point, can I?
Besides, attacking the way I argue is hypocritical, because it does nothing to counter the points I make, and only extends the argument ad nauseum.
There where 2 points in that paragraph which you seem to ahve muddled and confused.
No it isnt a slur at TAU.
I am referring to:
*make a quote*
*quash whatever point is made in the quote*
*move onto the next quote* etc

You use it, storm uses it, even I've staretd to use it, I just noticed that most of the people who use it are posters at TAU.
Yes sometimes it si a useful means but in thsi case it gets you nowhere as it turns a debate into a *I quashed your point* *oh but no I rubbished your point and prooved my own quashe dpoint again*

Eitherway I do not think your attitude is befitting, you have shifted the topic back and caused an unhealthy debate to continue beyond tis time.
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aGorm
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Post by aGorm »

...Emerges with Polo's and hits everyone on the head for being so stupid...
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AF
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Post by AF »

*Clobbers aGorm with a cookie tree, with exploding cookie gnomes living in the branches*

*cookie gnomes steal aGorms polos for blasphemous crimes against hoola hoops*
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Zoombie
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Post by Zoombie »

What an inane way to end this thread. My input for now is "Avoid the Dungeon Siege Syndrome" or ASS! Don├óÔé¼Ôäót make an ASS game, because that mean's it play's itself. And that really bugs me.
Wait.... i need to come up with a better acronym.

I also think we should ├óÔé¼┬ª. ├óÔé¼┼ôborrow├óÔé¼┬Ø a idea from Empire Earth II. In EEII you could press the ~ button and then you tell the tanks to come round the rode and attack the base, the infantry to go over the hill and the bombers to hit the AA towers and Radar systems. Then you press ~ again and all the units do what you told them to do at the same time! Its cool because it WORKS! You would still need to manage your troops, but at least you can actually use combined forces in a organized a efficient fashion. The trick, in making your own game, is to try and find things that work well, and see if they will work for your game. EEII has combined forces, and they are necessary to winning. In TA you ALSO need combined forces and they are necessary to winning!
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munch
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Combined arms

Post by munch »

Zoombie wrote:I also think we should ├óÔé¼┬ª. ├óÔé¼┼ôborrow├óÔé¼┬Ø a idea from Empire Earth II. In EEII you could press the ~ button and then you tell the tanks to come round the rode and attack the base, the infantry to go over the hill and the bombers to hit the AA towers and Radar systems. Then you press ~ again and all the units do what you told them to do at the same time! Its cool because it WORKS! You would still need to manage your troops, but at least you can actually use combined forces in a organized a efficient fashion.
This is a great idea, but I'm worried it'll get lost being stuck at the end of this very long thread - wanna make a fresh post?? I'd have done it myself but I don't want to steal your thunder =)

Munch
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