Diversity in AI species
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Always mention the exact version of FreeOrion you are testing.
When reporting an issue regarding the AI, if possible provide the relevant AI log file and a save game file that demonstrates the issue.
Diversity in AI species
At first: This is not a bug report, just something I like to report and maybe discussed
I always play with 6 AI competitors and in the last game wasn't much diversity. I played scylor, 2x AI hat scylor, 2x AI hat trith and the last two hat cray and abbadoni. With 3 times scylor in the game it was a bit boring...
Maybe there could be a rule to check with race the previous AI took and exclude that for the next AI. That would give the game some more diversity in species.
I don't know how much effort this means to be implemented. If it's not to much it could make the game a bit more interesting.
That is far away from top priority, but as I experienced that recently I like to report that.
I always play with 6 AI competitors and in the last game wasn't much diversity. I played scylor, 2x AI hat scylor, 2x AI hat trith and the last two hat cray and abbadoni. With 3 times scylor in the game it was a bit boring...
Maybe there could be a rule to check with race the previous AI took and exclude that for the next AI. That would give the game some more diversity in species.
I don't know how much effort this means to be implemented. If it's not to much it could make the game a bit more interesting.
That is far away from top priority, but as I experienced that recently I like to report that.
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- Juggernaut
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Re: Diversity in AI species
Not really in response to the questions, but what does "hat" mean in the post?
Re: Diversity in AI species
Presumably "had" instead of "hat"
Re: Diversity in AI species
The species selection algorithm could be easily fixed for this:
https://github.com/freeorion/freeorion/ ... res.py#L40
Remove the "* 2" in that line.
That would not ensure that any of the AIs doesn't get the same species as the human player, but it's a start.
Removing from "pool" the species of the human player would fix that, in single player games, but I don't know how to do that (no python skills myself).
https://github.com/freeorion/freeorion/ ... res.py#L40
Remove the "* 2" in that line.
That would not ensure that any of the AIs doesn't get the same species as the human player, but it's a start.
Removing from "pool" the species of the human player would fix that, in single player games, but I don't know how to do that (no python skills myself).
Re: Diversity in AI species
Thanks for that hint. For me it'll do but while reading the comment, I noticed that for max number of AI players that *2 is important.Remove the "* 2" in that line.
Want some fresh experience? Try Kosymod
Re: Diversity in AI species
Not really. When all available species have been used, pool is refilled with the whole set of available playable species. The only change you should see from removing the "* 2" is that you will no longer see repeated species played by AIs when number of AIs is not greater than total number of playable species.
Re: Diversity in AI species
Than I wonder why it's actually there. I already removed it in my modified files. I'll save them in a different folder so I can switch between original files (for MP game) and changed files
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Re: Diversity in AI species
AFAIK, changes in universe generation folders are irrelevant for MP games.
Re: Diversity in AI species
Loosely related to that : I noticed that the Seed for a galaxy is apparently a seedpod rather than a real seed.
What I mean is that when I choose a seed and make changes to the Galaxy settings (like more AI players and/or more systems), the Galaxy changes (which is to be expected).
But the player Species (at random) doesn't change, seed 0 is always Abaddoni in my experience. Galaxy age is always the same for a same seed, and so on.
This is a problem for playing random games that are actually random (without using a random seed, which is a problem for replayability in test games), and AFAIK there is no justification for such a behavior.
What I mean is that when I choose a seed and make changes to the Galaxy settings (like more AI players and/or more systems), the Galaxy changes (which is to be expected).
But the player Species (at random) doesn't change, seed 0 is always Abaddoni in my experience. Galaxy age is always the same for a same seed, and so on.
This is a problem for playing random games that are actually random (without using a random seed, which is a problem for replayability in test games), and AFAIK there is no justification for such a behavior.
Re: Diversity in AI species
Changes in galaxy settings affect the processes of universe generation that happen after them but not before them. Species selection is one of the early things in universe generation and so you get same species with same seed regardless of what you set for (e.g.) monsters.LienRag wrote: ↑Mon May 10, 2021 6:09 pm Loosely related to that : I noticed that the Seed for a galaxy is apparently a seedpod rather than a real seed.
What I mean is that when I choose a seed and make changes to the Galaxy settings (like more AI players and/or more systems), the Galaxy changes (which is to be expected).
But the player Species (at random) doesn't change, seed 0 is always Abaddoni in my experience. Galaxy age is always the same for a same seed, and so on.
I don't see the problem. If you want really random, you must use random seed. Reusing the same seed from a previous game is hardly random.
Can you elaborate?
Re: Diversity in AI species
To play a test game for a new FOCS file, I play a Galaxy with many random settings (I used to make it all random, but after a while found that Low natives, monsters and specials are more interesting).
When I notice that one of the FOCS code doesn't work as expected, I correct it on the fly (or when I forgot to add the relevant stringtable in the en.txt, or when I notice that it's not very clear) and then I have to close FO and restart it. Using the same seed gives me the same Galaxy, which makes it more interesting that restarting a fully new game.
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- Juggernaut
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- Geoff the Medio
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Re: Diversity in AI species
"hat" is the third person singular conguation of the verb "haben" in german, which are equivalent to "has" and "have" in english, respectively. "he/she/it has" <-> "er/sie/es hat". Both spoken and typed english by german native speakers can easily make this substitution by accident, since they sound and mean and are typed similarly, the latter being affected by muscle memory after / when typing "ha".
Changing this would be a bit involved or potentially bug prone. You could change the species some time later in the galaxy generation, but that might interact strangely with some of the code that relies on knowing what species have been selected before it runs.Oberlus wrote:Changes in galaxy settings affect the processes of universe generation that happen after them but not before them. Species selection is one of the early things in universe generation and so you get same species with same seed regardless of what you set for (e.g.) monsters.
Re: Diversity in AI species
I would never recommend trying to change that. I still fail to see the point of what LienRag was commenting.Geoff the Medio wrote: ↑Tue May 11, 2021 8:48 amChanging this would be a bit involved or potentially bug prone. You could change the species some time later in the galaxy generation, but that might interact strangely with some of the code that relies on knowing what species have been selected before it runs.Oberlus wrote:Changes in galaxy settings affect the processes of universe generation that happen after them but not before them. Species selection is one of the early things in universe generation and so you get same species with same seed regardless of what you set for (e.g.) monsters.
- Geoff the Medio
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Re: Diversity in AI species
As far as I understood, the goal is to randomly vary one aspect of universe generation (which species are present) without changing anything else. This seems like a reasonable request for testing purposes, regardless of whether it's practically doable.