Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Better Naval AI #21018

Merged
merged 1 commit into from Sep 7, 2023
Merged

Better Naval AI #21018

merged 1 commit into from Sep 7, 2023

Conversation

BryanQuigley
Copy link
Contributor

@BryanQuigley BryanQuigley commented Aug 23, 2023

I noticed even on a naval only map, the naval AI doesn't necessarily beat a Normal AI. This makes it much more likely that it will.

  • Drop number of ore refineries and ore trucks. As Naval AI is mostly suited for islands I haven't found a map that really needs as many as the other AIs.
  • Drop ground based base defenses.
  • Switch to cheapest air vehicles. With current logic, the majority are lost.
  • Add Flack trucks
  • Drop Radar Dome delay. We want to build it sooner. Add airfield delay.
  • A service depot is not useful for this AI.

Tested so far with Ukraine and can consistently beat normal on island map.

Happy to make it more effective for allied too. Is there an interest in this kind of unit/building rebalance to make Naval AI (or Naval and Air?) more effective?

@PunkPun
Copy link
Member

PunkPun commented Aug 24, 2023

Hi 👋

Drop Radar Dome delay. We want to build it sooner. Add airfield delay.

The delay is of just a few minutes, it basically coincides with the placement of the first production structure. Please keep it

mods/ra/rules/ai.yaml Outdated Show resolved Hide resolved
@@ -245,9 +245,9 @@ Player:
ProductionTypes: barr,tent,weap,afld,hpad
NavalProductionTypes: spen, syrd
SiloTypes: silo
DefenseTypes: hbox,pbox,gun,ftur,tsla,agun,sam
Copy link
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

the AI should still build them, just perhaps reduce the frequency

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I can do that - except for tsla - I found that really impacted the performance of the Ai due to power management issues.

Copy link
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

if it's an issue then this is not the correct way of solving it. Instead AI's power management needs to be fixed directly

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

it's also a cost thing, for whatever reason I've never seen the AI build a flametower that early only a tsla coil which is a very bad strategy. Even if I put a massive delay on the tesla coil it still comes first..

Copy link
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

try puttin a delay on tesla then

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I guess I was wrong, a massive delay does work. SAM sites get created first.

Updated PR with that, thanks!

@BryanQuigley
Copy link
Contributor Author

Not sure if I just got lucky in my tests (is there a better/faster way to test lets of games?) but added a ore truck delay helped allow the Radar Dome delay to not mess up AI. Previously I've seen naval ai at 5 minutes without a single airfield.

Added a few units to assist with base defense. Soviet is definitely strongter with anti-air so increased aa guns.

@BryanQuigley
Copy link
Contributor Author

It wasn't a big deal building the war factory early - because this AI never used it...
Now it can greatly delay the Radar Dome -can I set that to an earlier delay?

@PunkPun
Copy link
Member

PunkPun commented Aug 27, 2023

the AI needs to get a production building up and running asap so it could defend itself, and the radar dome delay is the exact way of doing so. It's just long enough so that AI could get to producing units before slowing itself down with dome

I noticed even on a naval only map, the naval AI doesn't necessarily beat a Normal AI. This makes it much more likely that it will.

 - Drop number of ore refineries and ore trucks. As Naval AI is mostly suited for islands I haven't found a map that really needs as many as the other AIs.
 - Reduce number of ground based base defenses - and delay Tesla coil a lot.
 - Reduce number of migs as yaks more useful if they just get blown up.
 - Add Flak trucks and v2s for base defense for Soviet
 - Add Jeep and Arty for base defense for Allied
 - Add delay for building ore truck so now chance of building one first from War Factory
 - A service depot is not useful for this AI except for building an MCV so delay it a lot.

Tested with Ukraine and Germany and can consistently beat normal on island map.
@PunkPun PunkPun merged commit c08ddb6 into OpenRA:bleed Sep 7, 2023
3 checks passed
@PunkPun
Copy link
Member

PunkPun commented Sep 7, 2023

Changelog

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

None yet

2 participants