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Post by ntsheep on Jul 14, 2016 0:25:58 GMT -5
Had to be this one, How can you resit that face
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Post by Cory Trese on Jul 14, 2016 10:23:54 GMT -5
What does it mean if you lose to an alien that put all his points into charisma? The Builder isn't completely stupid, so this doesn't happen.
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Post by ntsheep on Jul 14, 2016 11:21:29 GMT -5
What does it mean if you lose to an alien that put all his points into charisma? The Builder isn't completely stupid, so this doesn't happen. This would be the ultimate test of AI coding ability. To make one that is stupid.
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Post by Cory Trese on Jul 14, 2016 11:26:32 GMT -5
The Builder isn't completely stupid, so this doesn't happen. This would be the ultimate test of AI coding ability. To make one that is stupid. This is actually really important. Coding the AI routine that always takes the optimal route is fairly straightforward. The trick is to randomize some of the selection routines so sometimes the AI takes sub-optimal routes. Then you can scale that randomization based on difficulty. For example, the ST RPG AI calculates the optimal move each step in combat and then based on difficulty and an AI randomization seed rolls to see if it should take second, third or even fourth most optimal steps. This is basically the only way the average player stands any chance of winning -- even on Impossible the AI is taking optimal steps only about 60% of the time.
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Post by redartrats on Jul 14, 2016 12:18:17 GMT -5
[...] This is basically the only way the average player stands any chance of winning -- even on Impossible the AI is taking optimal steps only about 60% of the time. What... wow! Only 60% even on Impossible? That's ... impossible. Would there be a Suicide difficulty in ST2 that cranks it up to 90%? Probably meaning that every encounter is very likely your last, if you're not in top-notch condition with top-notch strategy.
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Post by Cory Trese on Jul 14, 2016 12:46:07 GMT -5
[...] This is basically the only way the average player stands any chance of winning -- even on Impossible the AI is taking optimal steps only about 60% of the time. What... wow! Only 60% even on Impossible? That's ... impossible. Would there be a Suicide difficulty in ST2 that cranks it up to 90%? Probably meaning that every encounter is very likely your last, if you're not in top-notch condition with top-notch strategy. Because the AI has access to all the same data that you do, it can easily calculate the maximum damage, and your chance to avoid it for every possible combination of 3 turns. I've tested versions where the AI executes the optimal 3 turns, it is almost impossible to win, even I cannot do it. To keep up, you need to think 3 turns ahead, and calculate the probability of each action succeeding correctly. In that mode, if the enemy has any type of skill, ship or weapon advantage you're pretty much doomed except for RNG going your way. As ST RPG was developed like 6 years ago, Impossible is Difficulty 0. There is no way for the game to support Difficulty -1, so that is as hard as the game will ever get and new difficulties cannot be added.
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Jul 14, 2016 13:16:15 GMT -5
Cory Trese definitely would like to play against the optimal AI.
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Post by Cory Trese on Jul 14, 2016 14:02:47 GMT -5
Sorry to disappoint. All the other patches, constant support, endless updates and free expansions to the game will just have to do.
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Post by ntsheep on Jul 14, 2016 16:08:24 GMT -5
That's a pretty impressive look under the hood of the ST AI.
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Post by qbspy on Jul 14, 2016 23:11:47 GMT -5
You can lose to a charismatic alien. That's all I'm saying.
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