Things that AI needs to improve

Describe your experience with the latest version of FreeOrion to help us improve it.

Moderators: Oberlus, Oberlus

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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.
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Oberlus
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Things that AI needs to improve

#1 Post by Oberlus » Tue May 07, 2019 11:07 am

Playing build 2019-04-29.1601105

- Suicidal routing:
I'm tired of watching AI lonely ships crashing into a well defended system trying to get to another system. To be more specific:
Empire A is reinforcing System 3. Two paths to get from System 1 to System 3:
Path a: System 1 (Empire A) <-> System 2 (Empire B) <-> System 3 (Empire A)
Path b: System 1 <-> System 4 (Empire A) <-> System 3
Some of the Empire A's ships choose the path a and are destroyed at system 2 causing no loses to Empire B.

- Forgotten troopers:
Each time an AI plans an invasion on a system, when the armed ships are destroyed (in their way to that system or when they arrive), the troop ships that followed the destroyed squadron stay put on wherever they are for the rest of the game (or until they are destroyed). This cripples AI production in two ways: wasting of resources on unused troop ships, and unnecessary extra ship upkeep.

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Oberlus
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Re: Things that AI needs to improve

#2 Post by Oberlus » Tue May 07, 2019 2:56 pm

- Unfair/cheating clairvoyance (this is only possible, not verified):
When two systems are 1 turn away (say distance <75 and all ships are speed 75+), and I have a stack in one system and the AI has a stack in the other, if I command my stack to attack the other one, AI knows it and retreats.
This does not happen always, but it happens more often than not when my stack is bigger than its stack. And it does not seem to be caused by the previous presence of my stack (i.e. retreating because my reinforcements arrived in the previous turn), since my stack can be there for many turns before I decide to attack (usually because I'm waiting to finish the troopers). Anyhow, the AI retreats in the same turn I send my attack, so it should not know I was attacking (the same I couldn't know if it was the AI who attacked me from its system).
Is the AI aware of my fleet orders when I hit next turn?

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The Silent One
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Re: Things that AI needs to improve

#3 Post by The Silent One » Tue May 07, 2019 3:50 pm

Oberlus wrote:
Tue May 07, 2019 2:56 pm
Is the AI aware of my fleet orders when I hit next turn?
No. The AI clients get exactly the same information as the player. They can't cheat.
If I provided any images, code, scripts or other content here, it's released under GPL 2.0 and CC-BY-SA 3.0.

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Oberlus
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Re: Things that AI needs to improve

#4 Post by Oberlus » Tue May 07, 2019 3:55 pm

The Silent One wrote:
Tue May 07, 2019 3:50 pm
The AI clients get exactly the same information as the player. They can't cheat.
Then that stuff I report there must be a fallacy based on coincidences.

Morlic
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Re: Things that AI needs to improve

#5 Post by Morlic » Tue May 07, 2019 6:36 pm

Forum rules
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.
Once again - the chance to fix the issues you mention increases by roughly infinity (i.e. zero to non-zero) if you could provide one or multiple savegames where one can actually see and debug the AI behavior and verify possible solutions.
If I provided any code, scripts or other content here, it's released under GPL 2.0 and CC-BY-SA 3.0

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Oberlus
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Re: Things that AI needs to improve

#6 Post by Oberlus » Tue May 07, 2019 8:18 pm

Morlic wrote:
Tue May 07, 2019 6:36 pm
Once again - the chance to fix the issues you mention increases by roughly infinity (i.e. zero to non-zero) if you could provide one or multiple savegames where one can actually see and debug the AI behavior and verify possible solutions.
I'm sorry, Morlic, you are so right. Eventually, I'll open an issue on github with logs, saves, etc. for the problems I've stated. Here I was just opening this thread mostly to remember this and maybe to motivate others to tell about related stuff.

4xel
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Re: Things that AI needs to improve

#7 Post by 4xel » Tue May 07, 2019 8:19 pm

Oberlus wrote:
Tue May 07, 2019 2:56 pm
- Unfair/cheating clairvoyance (this is only possible, not verified)
I would be really surprised if it were anything more than a coincidence. If anything, AI does not retreat when it should, and it does invest resources in scouting.

Map reveal would be the mildest of the cheats IMO (scouting is quite hard, especially remembering what you saw and guesstimating how things might have changed, and even with map reveal, exploiting map knowledge is far from straightforward), though I'm really happy symmetry is a tenet of FO. By the way, is FO a WEGO?
Last edited by 4xel on Tue May 07, 2019 8:23 pm, edited 1 time in total.

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Oberlus
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Re: Things that AI needs to improve

#8 Post by Oberlus » Tue May 07, 2019 8:23 pm

4xel wrote:
Tue May 07, 2019 8:19 pm
I would be really surprised if it were anything more than a coincidence. If anything, AI does not retreat when it should, and it does invest resources in scouting.

Map reveal cheats would be the mildest one the cheat IMO, though I'm really happy symmetry is a tenet of FO.
Yes, it was probably some coincidences that caught my eye while I forgot about the (many?) times that AI don't retreat. Maybe it was going somewhere to do something else not related to my incoming attack.

Regarding scout, for the coincidences I have in mind, AI always had vision (systems are really close and having a colony nearby is enough to see up to three systems away).

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