Assertive Seawall AI

They do revolt, especially french and brits.

I think on land the AI still has problems dealing with proxies and forward bases.

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Hello again. The recent improvement made to the mod have been very nice. As per my last post, this AI is giving me a run for my money. However, there are two problems that have recently appeared with the natives AI and could use some quick fix :

  • For some reason, the Aztec AI refuses to mine coin. The post game statistic show a grand total of 0 coin gathered after 20min. This skews the army comp and completely prevents it from ageing up past age 2. If just masses coyotes and send them to their death.
  • The Lakota AI has a strong hate for the 3 villagers shipment. Often the deck won’t have any age 1 card resulting in a deluge of unit shipment in age 2 with a weaker eco behind.

All the comments above are from 1v1 supremacy against extreme AI.

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@MoosGorgon83309 Thank you for the feedback!

That’s a likely explanation, Malta may be doing a naked FF. It’s worth noting that games online will go like that sometimes, so it’s part of the downside of making the AI play like this. I think the best course of action is to try and improve the AI’s performance generally while getting rushed. I’ve also been meaning to prevent the AI from building too many military production buildings in the beginning, but haven’t gotten to it yet.

As for depots - maybe. I don’t know if it’ll be worth it since the AI won’t know to avoid them, but I could probably come up with a way to build them and destroy them fairly easily.

With regards to the fixed gun wagons, I’ve tried to fix it already but don’t know why it isn’t working. For the time being it’s just not that high of a priority.

@Moonshadow7475 I’m pretty sure he’s referring to Mexico’s revolts specifically, not just the standard Age 4 ones.

For the mexico revolts - It’s something I probably want to look at. The problem with AI revolts in general is that they aren’t very skilled at maintaining momentum, and for whatever reason players often like the long drawn out age 5 gameplay.

@ReegarGW2 Thanks for noting the issues! I’ll see if I can replicate them and figure out what’s going on. Lakota should always have 3 vils, so something is wrong if they don’t.

About forward bases, we figured out that in treaty after use spy we can see that they try to do it all at the same spot so they are not very effective at it. (we saw patterns overlaping)

We will have to try it out more, as we try between different AI mod and classic to compare ^^

Are they al trying to build as soon as the treaty ends, at the same time?

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Update. Just to be sure this was not a ā€œmeā€ issue, I removed the Hammerhead AI files left on my drive and ran a file integrity check. The Lakota AI now uses the 3 vil shipments. It was a ā€œmeā€ issue. Sorry for the false alarm. ^^’

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Oh nice! I wonder if you’ve been playing against hammerhead this entire time?

Nah 'cause when I disabled assertive AI prior to the file deletion the age-up times changed for the AI. I might have played an unholy hybrid.
I tried some otto FI against lakota tonight and the AI sent the 3 vils (that was new), then a deluge of cavalry in my base (as usual).

New update is out 2024-08-30T07:00:00Z!

This is a pretty cool one, the AI now has the ability to raid villagers on non-island maps separately from it’s standard attack plans. Different personalities will raid more than others, so give Gall or Frederick a shot if you want to see the new feature (90% chance for those two).

There’s also a couple more fixes, like the AI is more likely to rush in 3v3’s and 4v4’s.


Here’s an example of the raiding:

I lost about 10 vils to raiding, but of course it’s not just the villagers lost, it’s all the idle time and not being able to freely gather from natural resources. I hope y’all like it, it’s been way harder for me playing vs the AI with this change, at least 1v1.

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Thanks for continuating the update !
Some notes for treaty games :
1- As native AI, Napoleon is doing the French Revolution and don’t know how to use it (no Napoleonic Era, no Sans Culotte Eco)

2- As native AI, with too much money they are too prone to mass artillery (12-20ish in all context, sometimes all mortar in defensive position hum) limitating the use of other counters.

3- AI deck in age 4 have still a lot of one use units cards, especially non-europeans. Age 2 decks value too much gold mines and hunts improvements (Spices trade and silversmith)

4- Didn’t notice before that they had built-in bonuses (like 35%), is that new ?

5- They are doing good shapes walls in some place of the map (very inconsistent behavior, generally 1 a game vs 4 AI), but if they try at first to put their building in it they let it go easily…so it’s weird ^^

6- Pretty stable overall, not lag during even long game so that is a good point :slight_smile:

We will try some more games out with this mod. Good job ! :smiley:

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Thanks for the notes!

  1. I could’ve sworn I looked at this but it wasn’t a straightforward issue. I would rather get the French revolution working, though that’s a lot more work than just removing it.
  2. I’ll look into it at some point, but in the meantime I recommend you stop massing towers and infantry.
  3. Sounds like a treaty deck thing. I’ve been meaning to look into this again, but it isn’t a huge priority as long as there isn’t something glaring, like Aztecs picking less than 25 cards.
  4. It’s 15% and 30% for the two hardest difficulties, same as the standard AI. Handicaps can become a touchy subject so I would much rather leave it as-is. What I did do, is make it so the top 3 difficulties all play the same, except for the handicap. Hard with a 30% handicap will play exactly the same as extreme. If you find yourself needing more of a challenge you can always give them a handicap in the skirmish setup.
  5. I’m not sure what you mean by inconsistent. There’s a bit of variability built-in so not everyone should be making forward bases in the same way at the same time (or at all), but there’s also some technical limitations with how it’s done and I wouldn’t be surprised at all if weird stuff is happening on tight maps and odd team starts.
  6. Excellent!

About forward bases, they tend to be like just in front of our bases, without any in-between bases, so in large maps it’s can seems a bit weird.

As well I was looking to a 3v3 AI games, and I see AI doing a lot of large going in and going back to his bases with a train of units.
(Like ā€œKill a forward tower, ok I go backā€ without pushing forward.)
In large maps they roaming in the map more than doing big push (they do, but not that often at the end ?)
It’s may be a design choice so they don’t stomp at us to hard ?

They may are not very…optimized for large maps ? Just asking.

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I’ve had an idea to try and creep forward bases forward in the ultra-late game, but it’s not a very high priority. I would much rather focus on some other things, like the second thing you mentioned:

I think there’s a couple things going on. I think the train is a bug I may have inadvertently added when I made bases bigger. The trains of units aren’t going on an attack, they are part of a defense plan, likely ā€œdefendingā€ all the way into your base.

The big attacks on trade posts are another issue. AI loves to attack trading posts and I think it’s because it calculates it like a free win, but I would need to dig into it more. I’ve figured out simultaneous attacks with the raid plan, so it is possible to send 5 pike to go kill a TP and send the main force somewhere else. Plus, I’ve found that getting multiple things going on at once is one of those things that really raises the intensity of playing vs the AI.


Updated 2024-09-20T07:00:00Z, nothing too major just some incremental changes/fixes, mostly to Archipelago behavior.


2024-09-21T07:00:00Z More incremental changes.

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Hey,

Played and watched a fair few AI games.

  1. Still not great at judging strength of treasure guardians. Dies a fair amount of the time to them like the base AI. I’m not sure how it decides which guardians to attack but I think guardians do come in ā€˜tier’ levels. Either way, it’d probably be better off only going after really easy guardians or not doing so if it has less then 50% health. Otherwise it just ends up helping the player or another AI by ā€˜weakening’ a hard treasure.

  2. Probably the biggest weakness of the AI in general is the insistence on attacking against overwhelming odds. It never retreats from an engagement it has no chance of winning. More of an issue in 1v1. Team games though have the whole issue of not helping each other against heavy aggression. So while rushes do ā€˜work’ they probably shouldn’t.

  3. I appreciate the attempt for AI to use livestock but Sheep are not worth their investment. Unless they get buffed, I wouldn’t bother with them unless they send ranching and use cows which are worth it and might actually be a good idea based on the Ais strengths. Also, they don’t seem to research the fatten upgrade. Not every AI does this though.

  4. I wonder about the flavours and whether this is a good idea. The AI doesn’t do early aggression well unless it’s a team game which as said previously has other issues.

  5. The ā€˜stoneworks’ the AI sometimes attempts to place in the middle of the map usually just lures other AI into attacking the walls pointlessly. It doesn’t always seem to do this though.

  6. It probably should move onto mills at least building one or two earlier. Maybe this is what the livestock thing is for but again not every AI personality does it. Sheep are still an awful investments though and I’ve only seen a few AI do it. In any case its very common that it has no food income at all if it is under any sort of pressure and wastes loads of villager seconds walking back and forth between the hunt, getting attacked and going back, killing the units attacking them, going back to the hunt and then going back again.

  7. The AI seems to consistently delay building a market even more so then the base version. The market upgrades are very much worth it, especially the first ones in age 1 and steel traps in age 2. The others take a fair bit longer to pay for themselves. Sometimes the AI doesn’t build markets as late as 10-14 minutes into the game. If you are investing in other forms of income like fishing boats, trade posts, banks, manor houses, markets can wait but usually they aren’t. For the AI who can’t currently spend resources in super efficient build order style where every resource is tightly budgeted, market and hunting dogs should be a must very early. Even as early as the start of the game for nations that start with enough resources to do it without many problems.

  8. It will sometimes send unit shipments and do nothing with them. Unit shipments have two purposes, attack with a timing or defense. If it isn’t planning on attacking, it probably should send crates or economic cards and build the units manually instead. It could have town militia in its deck (if applicable) if it does come under attack if it’s possible to make it do this.

  9. The AI often advances to the next age attacks while it is aging or just after and doesn’t take advantage of the age by getting upgrades or anything and often just throws a smaller army away against someone who hasn’t aged up. This might be hard to deal with, I only have a limited understanding of how the AI works.

  10. Last thing for now. May not be your focus but the AI doesn’t take advantage of certain civs. Some of the decks while better then the base, could still use some work.

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Thanks for the feedback!

  1. This is controlled by the exploration plan, meaning the only way for us to fix it is to write it all from scratch.
  2. The AI really sucks at retreating, especially against players. The consensus had been to just let the AI fight to the death instead of retreating too early. This is something I want to address if I get around to rewriting attacking in general.
  3. I can take a look and see if I should reduce the amounts.
  4. I’m pretty committed to this. I know some playstyles will do better than others, but the solution is to improve those playstyles not do away with the whole concept.
  5. There’s an issue I know about where the AI looks like it’s attacking, but it’s actually defending and the defense radius is just way too big.
  6. I can take a look, but the solution is probably to defend the hunts with a tower or something. The old issue was the AI would switch to mills way too early when they had hunts right outside their base.
  7. I’ll take a look when I look at Italy. Might as well just write the market rule for everyone.
  8. This is some tricky stuff to get right. It’s probably shipping units because it wants to attack but isn’t calculating a worthwhile attack so there’s no obvious solution.
  9. Team or 1v1? In team games I have them just wait until most of the players have reached the new age. I did that since one teammate would lag behind, and then by the time they made it up the other teammate would start advancing so you would wind up with the AI effectively doing nothing until Age 5.
  10. I would need specific examples. I did have an old idea to try and implement build orders but I never got the system fully working.
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It’s been a while, but there’s a few changes:

  • naked FF improved
  • over island base building improved
  • fixed an issue preventing ships from ungarrisoning from docks
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This update causes the ai to fail to load for me.

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Thanks, it should be fixed now.

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working fine again, thanks!

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2024-12-06T08:00:00Z

A couple important fixes:

  • Each AI will only attempt to build 1 star fort
  • In cases where the ending age was lower than a strategy, the AI will no longer use that strategy.
    • i.e. if the ending Age is the Commerce Age, then the AI will not use the Fast Fortress strategy
    • (Useful if you’re in the mood to recreate ESOC’s current tournament rules)
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