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Improving the AI


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Indeed it would be nice to have a smarter AI. I'll be sure to try out these changes next time I play.

 

There's also the kush extreme mod available from the 0ad mod downloader. It doesn't change the intelligence of the AI, but makes the KUSH very OP by increasing their armor strength. Existing thread at https://wildfiregames.com/forum/topic/91251-kush-extreme/

 

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On 08/04/2021 at 3:24 AM, Yekaterina said:

Currently, the majority of players are much better than even the Very Hard aggressive AI and find it easy to defeat. Therefore, I would like to request the addition of even more challenging AI settings for pro players to practice and experiment new skills on. The current 'very hard' AI consistently makes a few strategic mistakes which slow down its eco and decrease its attacking ability even though they have 56% gather bonus:

1. Using women to mine

2. Not researching upgrades

3. Using men to gather food

4. Not using formations

5. Small pushes - real players often commit all of their units to a big push

6. Not knowing to retreat after rushing

7. Unwise timing for expansions

8. Chasing after lone enemy cavalry - causes idle time and increases risk

9. Lack of selection in where to attack - they attack a random location which could be well defended. They never outflank or make sneaky moves.

10. Not training in large batches

11. Not using enough women in early phases

12. Scattered troops and sending small groups of women out of the safe zone to build new cc

 

If the devs can fix these then the AI would be much more fun to play with. To make the AI more realistic we can also add a cavalry rush or archer rush feature. Just increasing the gather rate does make their boom faster but doesn't make the AI feel like a more challenging nor intelligent opponent. With that said, we can push the very hard AI's gather bonus to 100% to make it extra tough. 

Meanwhile, the very easy AI could do some smaller rushes, for example with just 5 archers. This makes the learning curve shallower for beginner players. 

On a related note, improving the AI’s decision-making and performance is similar to how we approach optimizing workflows in other areas, like content creation. For instance, using tools like overchat for writing can dramatically speed up the content creation process, just like how improving AI behavior could make gaming experiences more dynamic and engaging. If you're looking to refine your own projects, such tools can help streamline things, much like AI improvements would streamline gaming mechanics.

I totally agree with your thoughts on the AI. Currently, it seems that the "Very Hard" setting isn't as challenging as it should be for pro players, and adding more strategic depth would definitely make it more interesting to practice against. The points you've listed, like mismanaging units and poor strategic decisions, are pretty noticeable, and fixing these would make the AI feel much more like an intelligent opponent.

If the AI could adapt more dynamically and adjust its strategies based on the player's actions (like making larger pushes, better use of formations, or knowing when to retreat), it would add a lot more depth to the game. The idea of giving it a cavalry or archer rush feature sounds like a good way to diversify its tactics and make it a real challenge.

Increasing the gather bonus to 100% could be a good start, but as you said, it's not just about the resources—it's about how the AI behaves in combat and strategy. And I like the idea of the "Very Easy" AI doing small rushes; it would definitely help beginners get better without feeling overwhelmed.

Hopefully, the devs take note of this, as it would really improve the game for higher-level players.

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1 hour ago, Agne1940 said:

Hopefully, the devs take note of this, as it would really improve the game for higher-level players

Currently it's up to the players to create different improved versions of bots as mods. You are welcome to make your own version.

I'm not sure whether the Devs would have time to actually work on addressing all of these points listed. One helpful things is to download all of the different bots in this thread and do a bot Vs bot contest. 

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3 hours ago, Seleucids said:

Currently it's up to the players to create different improved versions of bots as mods. You are welcome to make your own version.

I'm not sure whether the Devs would have time to actually work on addressing all of these points listed.

As 0ad is Open Source everybody can contribute changes. So we'd be happy about pull requests improving AI as well.

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26 minutes ago, Dunedan said:

pull requests improving AI as well.

Should I submit pull requests directly to gitea or phab or trac? Whats the preferred development platform right now? 

 

I would like to first adjust the AI to favour unit spam instead of small invasions and expansions. This is the standard style of the lobby and will make the AI stronger in late game. But I would also like to hear opinions from single players about big pushes Vs constant small harassments. 

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On 28/02/2025 at 2:07 PM, Seleucids said:

Should I submit pull requests directly to gitea or phab or trac? Whats the preferred development platform right now? 

 

I would like to first adjust the AI to favour unit spam instead of small invasions and expansions. This is the standard style of the lobby and will make the AI stronger in late game. But I would also like to hear opinions from single players about big pushes Vs constant small harassments. 

I would like ur AI updates :)

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I have to say the AI needs to be fun to play against for the regular user, a super powerful AI isn't necessarily needed.

One major issue often brought up is the lowest difficulty level is to challenging for new users. The AI also struggles on water maps.

Having a powerful second AI with the purpose of challenging to top players is an option tho.

Edit: added "top" to players, as I meant from the start

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It would be nice to have new AIs. In the past we had a few (Hannibal etc i probably have them listed somewhere. One was even written in Haxe). The one bundled with the game can be the general purpose one'

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So, would it be useful to have a different AI for the different levels? (easy to medium = Petra, difficult = another one, very difficutl=yet anpother one etc.) 

Certainly they'd behave differently but this is like real players that have different strategies.

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1 hour ago, Grautvornix said:

So, would it be useful to have a different AI for the different levels? (easy to medium = Petra, difficult = another one, very difficutl=yet anpother one etc.) 

Certainly they'd behave differently but this is like real players that have different strategies.

They might be easier to maintain code wise. Also they can keep evolving between releases. However like @agentx's hannibal ai they will have a hard time updating each time the game updates due to to lack of api stability.

I do wish we had an AI programmer though. Petra's code is not great.

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9 hours ago, Dunedan said:

What I'd like to see would be an AI whose difficulty doesn't depend on cheating, like it's the case with Petra AI and its resource multiplier.

I mean the biggest cheat is that Petra knows everything you do and plays with the map revealed.

Most AIs cheat

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23 hours ago, Grautvornix said:

So, would it be useful to have a different AI for the different levels?

No useful per se, but if it makes life easier for the maintainer than it's fine. Basically you could say we cover around 800 to 1100 elo now where I'd say we should cover 400 to 1200, in 200 elo steps maybe, with a fun to play AI. 

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On 02/03/2025 at 1:58 PM, Grautvornix said:

So, would it be useful to have a different AI for the different levels? (easy to medium = Petra, difficult = another one, very difficutl=yet anpother one etc.) 

It would be great to have AIs with different behavior as well, for example turtling AI, booming AI, rushing AI, or overall aggressive vs defensive behavior.

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