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Tweak RA and D2K's HackyAI #15607

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merged 3 commits into from Sep 13, 2018

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SoScared commented Sep 12, 2018

From my recent experience with fiddling with the HackyAI on RA I'd recommend a few tweaks with its setup:

MinimumExcessPower: 60 on all bots.

The AI sometimes executes some "exotic" builds that sometimes puts it on low power. Sometimes whenever during a game. Probably because it doesn't calculate the combined power cost of its two structure queues against the minimum excess power. I'm guessing the custom yaml per bot were set to save time, e.g. not having the rush ai waste time on additional power but the price of a PP is negligible ($300).

As a small, positive side-effect the extra powerplant in the build queue gives the bot a slight better chance at fair refinery placements early on.

The infantry production change scales down counterproductive grens and expensive rockets vs riflemen. With a higher share of riflemen the attacks comes in a bit earlier due to the squad size limit, at least until other queues kicks in.

The vehicle production change boosts mid- late-tech units usually drowned out by excessive low tech vehicles that just suicides into the player once the player has set up his defenses. The AI has a low priority on the service depot so this transition happens quite late but when it happens the player shouldn't have to deal with fleets of rangers, flak trucks and light tanks that acts more like a nuisance rather than a threat. For some bots, refinery/harvesters got a nudge to scale the attacks more reliably in time.

Overall these changes makes the bots slightly more potent and stable.

*Almost forgot, I added the missile silo to the rush ai since in my view it doesn't really define the rush ai's behavior whether or not it goes for the nuke, and 'superpowers' is already an option in the lobby.

@reaperrr

Not tested, but didn't see any typos and changes look sensible

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At first glance it looks more or less the same. To get a sense of the difference you'd want to run a few games on both sets in massive AI team games. Not the most fun thing to do I assure you^^

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SoScared commented Sep 13, 2018

At first glance it looks more or less the same. To get a sense of the difference you'd want to run a few games on both sets in massive AI team games. Not the most fun thing to do I assure you^^

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Can we have a followup PR (or here) to make D2K's first AI build Palace too? Reason why i didn't give them palace was that Rush AI didn't have nuke. If this changes other should change too.

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MustaphaTR commented Sep 13, 2018

Can we have a followup PR (or here) to make D2K's first AI build Palace too? Reason why i didn't give them palace was that Rush AI didn't have nuke. If this changes other should change too.

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@MustaphaTR Added it with its own commit. The omnius bot already had 'nukepower' in supportpowerdecisions so that should do it, but testing it I encountered another issue, the d2k bots don't exclude the harvesters from the quads so they just goof around and follow attacks :/

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SoScared commented Sep 13, 2018

@MustaphaTR Added it with its own commit. The omnius bot already had 'nukepower' in supportpowerdecisions so that should do it, but testing it I encountered another issue, the d2k bots don't exclude the harvesters from the quads so they just goof around and follow attacks :/

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Okay. So this PR now includes a harvester fix for the d2k bots which by itself needs to be included with the next playtest/release.

Testing the ominous nuke is virtually impossible with its hackyAI setup since it takes eons for it to reach Palace tech, but artificially altering its queue orders confirms it now has access.

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SoScared commented Sep 13, 2018

Okay. So this PR now includes a harvester fix for the d2k bots which by itself needs to be included with the next playtest/release.

Testing the ominous nuke is virtually impossible with its hackyAI setup since it takes eons for it to reach Palace tech, but artificially altering its queue orders confirms it now has access.

@SoScared SoScared changed the title from Tweak AI excess power and unit production. to Tweak RA and D2K's HackyAI Sep 13, 2018

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SoScared commented Sep 13, 2018

The harvester bug came with 4f651c2#diff-913f7bb12f18454630bba4aa5fdcf079

@Mailaender Mailaender merged commit c242333 into OpenRA:bleed Sep 13, 2018

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Changelog stable only put the d2k fix in there.

Changelog bleed which got everything.

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Mailaender commented Sep 13, 2018

Changelog stable only put the d2k fix in there.

Changelog bleed which got everything.

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