Search found 296 matches

by Morlic
Wed Jun 28, 2017 6:10 pm
Forum: Play-Testing Feedback
Topic: Weird AI behavior (keeps depopulating own planet)
Replies: 17
Views: 1894

Re: Weird AI behavior (keeps depopulating own planet)

Vezzra wrote:
Morlic wrote:Hopefully fixed in master:
I assume that only applies to the broken AI calculations, so the suitability report is still broken, right? In this case an issue about that should be opened.
Done.
by Morlic
Sun Jun 25, 2017 10:00 am
Forum: Play-Testing Feedback
Topic: Weird AI behavior (keeps depopulating own planet)
Replies: 17
Views: 1894

Re: Weird AI behavior (keeps depopulating own planet)

The planet in question (if you load the game as multiplayer and select the Union empire for a human player) is Maretta II: - Medium Swamp for Laenfa (Adequate) - Blue star - Temporal anomaly special (- irrelevant Resonant moon special) The suitability report is completely broken (see screenshot) The...
by Morlic
Fri Jun 23, 2017 5:03 pm
Forum: Play-Testing Feedback
Topic: Weird AI behavior (keeps depopulating own planet)
Replies: 17
Views: 1894

Re: Weird AI behavior (keeps depopulating own planet)

[quote="Jaumito"]
So, what could cause the AI to do this, and why so regularly? Could there be a bug in the code where the AI evaluates whether a planet is inhabitable or not? [quote]

Could be. Please post savegames and the AI logs so we can figure it out instead of doing random guesses.
by Morlic
Wed Jun 21, 2017 7:20 pm
Forum: Play-Testing Feedback
Topic: Overpowered AI waits for too long then retreat and loses all
Replies: 1
Views: 735

Re: Overpowered AI waits for too long then retreat and loses

This is not the first time I have found this behaviour (AI could pwn me but wait for nothing until I can fight AI back, then AI makes some stupid decission and losses everything). In fact, it seems as the usual pattern when AIs get ahead of me from start and then I catch up (which is a very rare si...
by Morlic
Sun Jun 18, 2017 11:44 am
Forum: Support
Topic: AI state errors
Replies: 7
Views: 1630

Re: AI state errors

Can you try if https://github.com/freeorion/freeorion/pull/1609 fixes the problem?

It will only work for new games.
Please start a new game, save it, then try to load it and report back.
by Morlic
Sun Jun 18, 2017 11:23 am
Forum: FreeOrion Project
Topic: Including the external python library NetworkX for graphs
Replies: 10
Views: 6999

Re: Including the external python library NetworkX for graph

Unless Geoff or Marcel has some significant objection, I am OK with the idea that if NetworkX proves to be plenty speedy (** but see below**) we could just rely on including it, or if the speed is marginal then perhaps fall back to including NetworkX if we are not able to fairly promptly re-impleme...
by Morlic
Sun Jun 18, 2017 10:01 am
Forum: Support
Topic: AI state errors
Replies: 7
Views: 1630

Re: AI state errors

Please post the full AI logs.
by Morlic
Tue Jun 13, 2017 8:59 pm
Forum: FreeOrion Project
Topic: Including the external python library NetworkX for graphs
Replies: 10
Views: 6999

Re: Including the external python library NetworkX for graph

I think that "not an option" is rather overstrong; it seems to at least be an option for us to simply expose a portion of boost-graph via the python interface (and perhaps build some related helper functions), which you yourself appear to acknowledge as a potential fallback in case the pure python ...
by Morlic
Mon Jun 12, 2017 9:36 pm
Forum: Play-Testing Feedback
Topic: AI stops colonising at mid/late game
Replies: 16
Views: 1336

Re: AI stops colonising at mid/late game

I'm not sure that is the relevant fix,... As the limit grows in time, I can't see how that limit would suddenly cause a stop. If I had to guess, I would expect that the AI has too high priority into military ships at late game. I did not include in that commit some related additional logging which ...
by Morlic
Mon Jun 12, 2017 8:06 pm
Forum: Play-Testing Feedback
Topic: AI stops colonising at mid/late game
Replies: 16
Views: 1336

Re: AI stops colonising at mid/late game

I'm not sure that is the relevant fix, Dilvish (though it probably does not hurt). The limit you changed is linear in the number of turns and is used both for colonization (https://github.com/Morlic-fo/freeorion/blob/master/default/python/AI/PriorityAI.py#L249, https://github.com/Morlic-fo/freeorion...
by Morlic
Mon Jun 12, 2017 7:30 pm
Forum: FreeOrion Project
Topic: Including the external python library NetworkX for graphs
Replies: 10
Views: 6999

Including the external python library NetworkX for graphs

I would like to suggest to introduce the NetworkX library (https://networkx.github.io/) in FreeOrion to handle graphs on the python side (mainly the AI). Relying on boost-graph is not an option because it breaks the currently pure python implementation of the AI logic with all its advantages. Self-i...
by Morlic
Mon Jun 12, 2017 6:13 pm
Forum: Play-Testing Feedback
Topic: Triangle wave on AI's Production/Research output
Replies: 3
Views: 604

Re: Triangle wave on AI's Production/Research output

If the answer is no, I will save and upload some logs for complete games (though this will take me some time, I'm having little time to play). Logs and savegames would be helpful. A complete log seems not necessary (but wouldn't hurt of course). All it needs to cover is multiple periods of the focu...
by Morlic
Mon Jun 12, 2017 6:07 pm
Forum: Play-Testing Feedback
Topic: AI stops colonising at mid/late game
Replies: 16
Views: 1336

Re: AI stops colonising at mid/late game

Is the AI team aware of this? Kind of. As in: I noticed the behaviour but did not prioritize it enough to really look into it. If you have games that showcase that behaviour, then yes, please post the savegames (preferably around the point where the behaviour started) and/or logs. I will look throu...
by Morlic
Tue May 09, 2017 7:29 pm
Forum: Top Priority Game Design
Topic: Stealth Fundamentals
Replies: 19
Views: 11091

Re: Stealth Fundamentals

However, please consider our current implementation of detection and stealth: it is kind of broken and apparently far from easy to come up with something that would make even option a really playable. The challenge being to come up with something that won't create excessive micromanagement (the ori...