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Topic: Weak AI? Give him more time! |  |
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MarkG Apolyton CS Co-Administrator Greece b.02-15-99
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posted December 02, 2000 07:48
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i think giving more time to the ai will probably make it better. open Const.txt under Call To Power 2\ctp2_data\default\gamedata and find these lines quote:
 AI_GOAL_TIME_SLICE 25 # time in milliseconds for an AI frame AI_MAX_TIME_SLICE 250 # (in milliseconds)if the ai exceeds this time its turn is ended AI_TOTAL_TIME_SLICE 3000 # (in milliseconds) if the total time in time in the ai player exceeds this its turn is ended
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i've changed them to 75, 1250 and 13000 and it seems to have some effect.
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marc420 Chieftain Atlanta, GA, Amerika Jun 99
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posted December 02, 2000 09:38
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Thanks!I saw those settings yesterday while browsing through const.txt, and I wondered if that would help. I had an old, old chess program where you controlled the difficulty of the AI by controlling how much time the AI had to search for the best move. If you give it more time, it can run through more possibilities, and thus (hopefully) play smarter. marc |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted December 02, 2000 16:43
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Here is what we did in the Med mod 4. This is from the Miscellaneous readme:"AI_GOAL_TIME_SLICE 125 # time in milliseconds for an AI frame AI_MAX_TIME_SLICE 1250 # (in milliseconds)if the ai exceeds this time its turn is ended AI_TOTAL_TIME_SLICE 15000 # (in milliseconds) if the total time in time in the ai player exceeds this its turn is ended. (These were all increased by a factor of 5) Note: For those of you with older computers (generally under 300MHz), I would suggest that you increase the timeslice settings by an additional factor of five (for a total factor of ten), as these changes have been seen to have very significant effects on AI performance for those machines."
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colorme Warlord
Nov 2000
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posted December 03, 2000 16:51
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Mark,Did you see a substantial increase in AI intelligence by increasing the AI time slice? I have a P3 450 MHz |
MarkG Apolyton CS Co-Administrator Greece b.02-15-99
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posted December 03, 2000 17:45
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i did see a significant difference in the war part: much more attacks, with use of stacks(although he did some idiotic things too, like sending 1 catapult alone to attack a city), better defence(always has some bombarding unit), use of slavers(which he did anyway though)in the diplomat part there was not much of a change: no sending of diplomats, basically waiting for to create an embassy and be "nice", etc i would definately recommend you increasing those numbers though. it's worth a try |
Kautilya King St Louis, MO Feb 2000
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posted December 03, 2000 18:57
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Thanks for the tip. Although if you increase it ten times does this mean that the computer will take exactly ten times for each move? My computer is a P2 300 so it's already quite slow in the latter stages. |
Azmel2 Activision Santa Monica, CA USA Aug 2000
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posted December 12, 2000 16:40
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quote:
 Originally posted by MarkG on 12-03-2000 05:45 PM i did see a significant difference in the war part: much more attacks, with use of stacks(although he did some idiotic things too, like sending 1 catapult alone to attack a city), better defence(always has some bombarding unit), use of slavers(which he did anyway though)in the diplomat part there was not much of a change: no sending of diplomats, basically waiting for to create an embassy and be "nice", etc i would definately recommend you increasing those numbers though. it's worth a try
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I'm sorry to say that those values in const.txt won't have any effect on the ctp2 AI. The only way to get the AI to spend more time thinking is to play on the hardest difficulty level. I probably should have made this a parameter, but I didn't get the chance. -- Richard |
pchang King San (tres cher) Francisco Aug 1999
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posted December 12, 2000 16:53
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quote:
 Originally posted by Azmel2 on 12-12-2000 04:40 PM I'm sorry to say that those values in const.txt won't have any effect on the ctp2 AI. The only way to get the AI to spend more time thinking is to play on the hardest difficulty level. I probably should have made this a parameter, but I didn't get the chance. -- Richard
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ARGGGHHHHH!!!!!! Does this mean it didn't do anything in CTP1 either? |
MarkG Apolyton CS Co-Administrator Greece b.02-15-99
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posted December 12, 2000 18:31
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quote:
 Originally posted by Azmel2 on 12-12-2000 04:40 PM I'm sorry to say that those values in const.txt won't have any effect on the ctp2 AI. The only way to get the AI to spend more time thinking is to play on the hardest difficulty level. I probably should have made this a parameter, but I didn't get the chance.
 | dear god, i must have been dreaming... i'm telling you, it was smarter!  |
pchang King San (tres cher) Francisco Aug 1999
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posted December 13, 2000 13:48
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This thread would seem to indicate that the AI would perform much better on a 1GHZ Athlon than a 33MHZ Celeron. |
MrFun Warlord United States, Iowa Nov 2000
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posted December 13, 2000 13:58
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Hey Mark - does increasing the AI's time to make decisions enable it to transport a substantial attacking army overseas? |
MarkG Apolyton CS Co-Administrator Greece b.02-15-99
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posted December 14, 2000 00:55
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quote:
 Originally posted by MrFun on 12-13-2000 01:58 PM Hey Mark - does increasing the AI's time to make decisions enable it to transport a substantial attacking army overseas?
 | i havent played a game with that setting(e.g. i didnt have lots of sea) |
marc420 Chieftain Atlanta, GA, Amerika Jun 99
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posted December 14, 2000 20:58
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Hmm, like MarkG, I must have been dreaming. I'd have sworn it was playing better. I even got lazy and left my capital weakly guarded and it came over and took it from me. Yes, I actually saw the AI launch an attack.So question: Do these settings do anything? And if so, what do they do? I'm curious, so I'd like to know if you can tell us anything without giving away any Activision secrets about AI programming. |
Rebel Rick Chieftain Asuncion, Paraguay Oct 2000
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posted December 14, 2000 21:21
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Off course there is an effect... i don't know why these people lie about that.i saw the AI build 2-3 stacks of 12 units, attack-ranged, penetrate my front lines (not guarded), search for the "prettiest" cities, and launch attacks (i just was prepared inside the cities, if not i would have lost them easily)... plus, they defend better... all that and more after the changes... |
ChaosSpeeder Settler Germany Nov 1999
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posted December 20, 2000 06:45
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Hi, quote:
 Originally posted by Rebel Rick on 12-14-2000 09:21 PM plus, they defend better... all that and more after the changes...
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what are the other changes? bye, Andre |
Dyzee400 Chieftain Long Island, NY, USA Dec 2000
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posted December 24, 2000 13:50
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Anyone find out if this really does anything? |
Bed23 Settler
Jan 2001
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posted January 04, 2001 12:33
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i played 2 weeks on a p100 (near a hundred hours)i played on a medium map at medium difficulty with 3 or 4 AIs near the end of the game(i was making the gaia controler) each turn was around 1 or 2 mins so i dont think this values are used in ctp2 sorry guys that would have been great  |
Alisia Settler Defender of the AI Dec 2000
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posted January 05, 2001 13:37
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I think you need to be informed about something... Not sure, but I think you got something a bit wrong...The time setting is the time it takes per unit and base to decide what to do. Increate the individual time, and it will look longer (or further away, if it is a unit) for a good move. The last slider is the total time it may take. So, the more units an AI has, the longer a turn takes for him, that is also why the AI is slower at the end of the game (duh ). Trick is, when you dont increase the last number enough, the computer might "skip" units and cities because it is out of time. Increasing the first two settings too much will increase the time it takes for each "unit" too much, and you will have to wait about 10 minutes for every AI player  |
Alpha Wolf Warlord Chicago Illinois Nov 2000
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posted January 05, 2001 14:22
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I take back every "she's just a whiny girl thought that I had". Alisia, you seem to have a better grasp of how this game works than the average player. Any tips on inproving the diplomacy part? About the only thing I've looked into that so far is the no trepassing aspect. If you make that agreement, the AI will immediate fortify because its the moving that causes the breach of agreement not the actual presence of the unit.------------------ History is written by the victor. |
joe77 Settler Seattle, Washington US of A Jan 2001
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posted January 05, 2001 19:38
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I am one of those folks who went and changed the Powerbonus and the alloted time per turn for the ai...and I beleive it those changes made a significant differnce in the aggressiveness of the ai...the computer still only survives my wrath on impossible level because it cheats like Sean Connery on Celeb Jeopardy but its way more interested in looting my cities and pilaging my women and children than ever before...the next step IMHO is to teach it to make grand sweeping offensive as right now all it does is peck away at the edges of my empire. So erm Viva la Revolution and whatever  -Joe |
Slax Prince London, Ontario, Canada b.02-15-99
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posted January 06, 2001 13:12
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Joe77, I think you will find in these threads (including this one) that these values are unused by CTP 2.
[This message has been edited by Slax (edited January 06, 2001).] |