AI Testing
Posted: Tue Apr 17, 2007 7:58 pm
Nothing will stop the AI from doing, by human standards, pretty dumb stuff. Can't be helped as best I can tell.
I have been experimenting a bit with modding the VP values of certain bases, out of all proportion to their current values. If one believes the manual (yeah, OK, I know, I know...) the AI logic for defending and capturing objective bases then it will fortify and attempt to capture surrounding bases as a means of protecting or seizing its main objective.
So, I have been postulating, and unfortunately, don't have the bandwidth to test this adequately, what would happen if one took the VP values for certain bases, say northern Australia and made them 1000 VPs or 10,000 VPs for the Japanese? Would the AI for Japan actually invade Northern Australia?
This would need to be an AI vs AI test and would probably have to run to end 1942 to see if there was any movement in that direction.
Has anyone tried such an approach to controlling the AI. The scenario editor is not much use as best I can tell in this area and I believe, based on some of my results, that there may be some hard coding of ports, objectives for the AI in the game itself.
I have been experimenting a bit with modding the VP values of certain bases, out of all proportion to their current values. If one believes the manual (yeah, OK, I know, I know...) the AI logic for defending and capturing objective bases then it will fortify and attempt to capture surrounding bases as a means of protecting or seizing its main objective.
So, I have been postulating, and unfortunately, don't have the bandwidth to test this adequately, what would happen if one took the VP values for certain bases, say northern Australia and made them 1000 VPs or 10,000 VPs for the Japanese? Would the AI for Japan actually invade Northern Australia?
This would need to be an AI vs AI test and would probably have to run to end 1942 to see if there was any movement in that direction.
Has anyone tried such an approach to controlling the AI. The scenario editor is not much use as best I can tell in this area and I believe, based on some of my results, that there may be some hard coding of ports, objectives for the AI in the game itself.