Group AI and Global AI - Page 2

Group AI and Global AI

Here is where ideas can be collected for the skirmish AI in development

Moderators: hoijui, Moderators

User avatar
Imperator
Posts: 85
Joined: 13 Oct 2005, 00:04

Post by Imperator »

Agree with you here: Group AI should be deactivatable when the players agree to play without. Also, a cheating Global AI is what we need to play those games where you dont know where to start if you want to survive. Or to play coop games vs a not _totally_ dumb UberEnemy (spawn scripts are totally dumb).
CrowJuice
Posts: 88
Joined: 13 May 2005, 11:01

Re: Group AI and Global AI

Post by CrowJuice »

krogothe wrote:A pretty post with lots of smileys and emotion, but please take your time to actually read my posts in full instead of skimming it so you wont waste your time writing big posts.
I dont mind group AIs (that includes all existing ones) as long as they are controllable server-side, and i stated that several times, and i think pretty much any veteran will agree with me on that point.
Oh really? Then I must have misunderstood. As far as I could see most of your post was about how you are strongly against my suggested groupAIs (or any new ones for that matter?) and losing respect for any AI developer who releases them. You even start your post in such a negative manner and calling the suggestions as "very stupid crap" and calling the people who suggest them as having "simple minds". Though indirectly, it does get the point through. I'm no Sherlock, but your post does seem "VERY" negative to the suggested groupAI's.

One more thing I don't get is how you can say that you don't mind new groupAI's but you'll lose respect for anybody that codes them?

*edit*
krogothe wrote:Guys, no one will have a problem with group AIs (id even like to try them, for a minute or two to take a break from real gaming), but just wait until we work out a way to keep it from being used when the other players in the server dont want it (even the MM AI, in my opinion, and i use it all the time)
I read your last post now :wink: So I will stop this "discussion" of ours now :P
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

i dont think the group ais are currently exploitalbe, and restricting the use of them is just plain trollish.

You are are here working in a way that cuts the original game design.

i ask for proof of concept by krogothe prior to locking the groups ais.

that would require the writting of "spoiler" ais, and there is none to my knowledge yet.

Even that scout ai that was released some time ago, seems unharmfull imho.

i repeat my request for a proof of concept of the harmfullness of any such group ai known to the date.
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Sorry if i sounded too negative crow, i am just really badly against having those AIs if they are out of control. Id love to try and even write some myself if they are controlled server-side. The respect issue goes for anyone releasing them now when they cannot be controlled.

Mongus, youll have your proof of concept by mid january to early february if thats okay?
User avatar
Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

Any AI released would only be a helper. There is no way an AI can do the job better than a good human player, it would just allow the player to use his mind for something else. I personally would like a mex-placing ai, a scouting ai, and a llt-building ai. those three would allow me to focus on actually fighting the battle, rather than having to remove my attention for negligible things like self-ding a little mex and placing a moho while I'm in the middle of raiding my enemy.
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

But decimator, managing all that together, developing and raiding is the definition of a good player, right ?
Its the ability or not to make all things at the same time that also makes u a good or not player.
What means you have to be atentious to the right things at the right times to be a good player.
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Decimator wrote: There is no way an AI can do the job better than a good human player.
just you wait :lol:
User avatar
Triaxx2
Posts: 422
Joined: 29 Aug 2004, 22:24

Post by Triaxx2 »

Decimator wrote:Any AI released would only be a helper. There is no way an AI can do the job better than a good human player, it would just allow the player to use his mind for something else. I personally would like a mex-placing ai, a scouting ai, and a llt-building ai. those three would allow me to focus on actually fighting the battle, rather than having to remove my attention for negligible things like self-ding a little mex and placing a moho while I'm in the middle of raiding my enemy.
If I manage an AI that does that, it's going to be fighting against you, not working for you.
cain
AI Developer
Posts: 124
Joined: 09 Aug 2005, 10:04

Post by cain »

well... my ai uses group ai to do fire and forget tasks....
and it's extremely useful to debug purpose, i can set the group area of operation just pressing a button (the CMD_AREA_ATTACK used for other purpose)
User avatar
Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

I would hope that it would be doing both, Triaxx, so we can focus on blowing eachother up.

And the skill would become the delegation of tasks to be carried out by dumb constructors while you focus on more important things. At the moment though, the most useful groupai would be a proper formation AI, hopefully customisable so I can build my own formations. It is rather annoying to have my anti-air always running off ahead of my artillery simply because they are faster.

The player who wins should be the person who can out-think his enemy, not the person who can self-d that little mex so he can place a moho and then quick click back on his units so they don't get obliterated by a commander while he wasn't looking.

The player who wins should not be decided by micro-management. This is one of the core elements of the game we are all looking forward to. It has a built-in AI so that you do not have to constantly manage your base. Generals don't manage bases! Why should we have to?

We should be able to order a con to build anti-raider defenses around a certain area and have them run off and do it. I should be able to tell a group of cons, "I need heavy anti-air over here" and they'll run and build a bunch of flakkers and anti-bomber turrets without me having to lay the foundations. I should always have the option of microing them, but I shouldn't have to. Think of it like putting a former in Alpha Centauri on automatic so you don't have to deal with it anymore (and that game has a great deal of automation even though it's turn based!)

As for military units, simple behaviors would be nice. For example, I want a weasel to run away from pretty much anything that can hurt it (it will probably still die :P). However, I don't want it to run away from things that can't, like constructors. Again, I should have the option of modifying behaviors as it suits me, perhaps I want to run a swarm of twenty weasels to ignore all defenses and bum-rush a nearly finished annihilator. I should have that option.

I want to command my units, not pilot them.

I think the best way to implement groupais is to let the mod-maker decide whether to allow them in their mod, though even that perhaps isn't the best soultion. What I do know is that having the host decide would be a bad idea as it would cause a rift between people that like them, and people that don't. Having the modmaker decide would keep that rift between mods, where there is a rift anyway.

Well, now that a large chunk of the playerbase hates me, I should get some sleep as it is almost 3:00 AM :P
User avatar
Triaxx2
Posts: 422
Joined: 29 Aug 2004, 22:24

Post by Triaxx2 »

I know what you mean, but my formers were never on automatic.

Personally, I'd rather hand build my base, so that as I have to fall back, I can do so into the maze work of defenses, and then bring out my next army.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Specifying server side wetehr groupAI's shouldnt be used is a bad idea implementation wise I believe.

My diea has the same result for a much much smaller amount of work, and can eb changed ingame should players wish, and can be implemented NOW, rather than simply being a request that is added to an evergrowing queue of feature requests for a limited Spring dev team.

We're AI develoeprs, why should we solve an AI problem by asking for a solution from non-AI team members, even tho an AI-orientated approach is available that is much much simpler.

example:
Super cosntruction GroupAI:
For it to work all players must type "+superconAI", at whcih point the SueprconAI will start working and will spam a laod of messages saying it's started working so everybody knows it's turned on.

If you dont like it you simply dont type in "+superconAI" and nobody can use it as a result.

If you decide against it at any point you would type another phrase, say "+superconAI off", and the whole process has to start again for it to be turned back on again.


If someone doesnt type in the phrase then the GroupAI does absolutely nothing and the player has to do what the groupAI was meant todo by hand likew e all do now.

Simple enough? It makes sure that groupAI's only run where every single player wants them, and it's off by default. It's very simple to implement, and can be done right now, rather than in a few months when the spring team has done all the other stuff needed.

And if you're worried that someone will implement the same GroupAI without this measure incorporated, then it'd be very easy to incorporate it directly into the spring engine so GroupAI's are forced to use it else they simply wont work.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

just to post some random shit.

have you ever played shared commander?

if you have, im sure you recall the ping pong of different orders to construction units.

I mean, there is a guy building ... a lab, but at that very same time you realize that you need to do any other stuff more inmediat or important.
(build some mt, or solar, or reclaim some free metal, or assist another lab... etc etc etc etc of thousand things can go wrong in any game).

The thing is, if you dont have a basic organization and CLEAR PERCEPTION OF THE ACTUAL BATTLE/BATTLEFIELD, and build/project/plan accordingly to THAT, you will lose.

I know it can be done, you can share, and if the there is good comunication, and the player is at least average, you can get some COORDINATE and ACERTIVE, gameplay toguether ouf of shared commader.

The point is, what makes you any of you think the "ai controlled" units will be doing what is correct for the actual situation and not fuxoring all up as some shared comm games end into.

for instance, what says a construction unit to stop building if its being attcked, and refuge somewhere near an llt?

or to start spawning some mt as soon as it sees a l1 gunship rush??

in short, those "automatic" "base building" ais wont ever (near now) know what is correct to do for the current time and game.

appart that ball of nosense, a challenge for you guys:

Point an Actual Group AI that does what you are saying, that is "play the game for the player".
CrowJuice
Posts: 88
Joined: 13 May 2005, 11:01

Post by CrowJuice »

I like Alantai's idea. It would be something like a voting system.

@krogothe
I was thinking that maybe we could try out alantai's suggestion with a harmless group formation AI. What do you think? I don't belive we have a group formation AI. Anybody interested in making one?
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Spring has always had a simple formation AI that puts groups into grids of units.
User avatar
Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

Alantai, if every player had to type something to turn it on, then you shouldn't even bother making it. All somebody would have to do is be lazy and they'd veto it by default. I still say it should be in the hands of the mod-maker so mods can be designed keeping the groupais in mind.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

ahem, adding a simple chekc on a config file is easy. You could even add it to the mod config files spring reads.
User avatar
Triaxx2
Posts: 422
Joined: 29 Aug 2004, 22:24

Post by Triaxx2 »

Mongus, sounds similar to the WWII battle of Leyte Gulf. Halsey was under command of Nimitz, while everyone else was under MacArthur's command. After that an operational theatre command was instituted. Both commanders had control, with situational priority.
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Making all players agree takes too much time. and effort, most people just wont do it.
Making it mod dependent defeats the purpose of it, i want to be able to play XTA and AA with or without groupAIs, depending on my mood. Why restrict the choice?
Server-side control before the start of the game is extremely easy (one checkbox) and all players can see it and choose to play or not in that server. Everyone is happy then!
Crow, I think its great to develop group AIs, but please get the devs to implement controls on them first! Then instead of limiting ourselves to "harmless"AIs, we can then put some uber stuff up like advanced construction and attack...
User avatar
Triaxx2
Posts: 422
Joined: 29 Aug 2004, 22:24

Post by Triaxx2 »

We can't even make all the people in the topic agree, how would we get a group of more than two players to agree.
Locked

Return to “AI”