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Subject: AI System version 2.0 after first round of play testing. rss

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Joseph Courtight
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1. Expand - Player will explore and colonize a new territory, using the necessary actions. Territories in the Core (I) are priority, followed by territories in the Ring (II) and finally territories in the Rim (III). If ancient ship is present the player will attack them with a cruiser for each ancient ship and at least one other vessel. If the player does not have a cruiser, it will build one. During an influence action, player will remove influence markers from systems without planets if any. When placing system they will place it so that the most number of worm hole goes toward the center. Player will always claim the system. If There are two sectors equally close to this galactic center then the player will explore the one closer to its home world. If a discovery is made AI will never take the victory points, except if on turn 8 or 9 when it will always take the victory points.

2. Mobilize - Player will build as many ship as possible with the highest priority being the dreadnaught going in descending price.

3. Fortify- Player will build star bases on the boarder of the player with the highest threat. Will move all ships to boarders if possible.This priority will not take place if no contact has been made with another species.

4. Manage - Player will offer a trade deal to the player with the most threat that is adjacent to them; they will not offer it to the winning player (highest current victory points) or a player at war. Player will take the necessary action to remove all influence markers from systems without planets. Player will build as many monoliths or orbitals as possible if available. Orbitals and diplomat will attempt to balance the player’s production. If Production is already balance the orbital/diplomat will produce money.

5. Make War - Will move any available ships to defend any attacked systems. If this player is not attack it will attack the player with the lowest threat. Player will attempt to attack as many of that player's planets as possible giving priority on the planets with the lowest hex number first and pinning ship in descending cost (dreadnaught, cruiser then interceptor). if all ships are pinned do not perform this priority

6. Research and Development- Player will buy the cheapest technology available. If multiple are tied for cheapest they will buy from the field they have the most tech in. Player will never buy a downgrade tech (Fusion Source when you have tachyon source). Player will then replace any older technologies with new versions. If the player does not have a class of ship it will not be upgraded. (not star base, not star base upgrades Missiles will be given as the highest weapon not antimatter cannons. player will cover the initially blank space with shields. (if no shields are avalable they will cover with hull). Player will not upgrade energy unless also adding components that require it.

Here's how it works:
-players will look down the conditions for the priorities in the order listed, until they find one where the conditions are met.
-The player will then perform the actions according to the priorities listed in the order that they are listed under that condition.
-If not all of those actions can be completed within the round the player will pick back up at the same spot it left off at the start of the next round unless conditions are changed.
-If all actions are completed under the given condition the player will then restart the actions under the given condition.

The conditions:

has systems under its influence with no planets or has systems that are not fully colonized-manage.

no contact with any other players-expand, expand, research and development, research and development, manage

contact with another player while players income is less than six money-the player will offer a trade agreement to any other player.

Player has more than eight science in his stockpile-research and development (this condition will only occur with once per round)

Contact was another player who has more ships and more minerals produced per round-fortify, mobilize, research and development

contact with another player who has more ships but produces less minerals per turn-mobilize, mobilize, research and development.

Attacked-make war, make war, make war, fortify, mobilize, mobilize

contact with a player who has less ships and less mineral production and does not have a trade agreement with-make war, make war, mobilize, research and development

it is turned seven or later-manage.

Other rules:

Players will never bankrupt themselves

Player threat is calculated by: Reputation Points+ Ships cost, that are on their boarder. (dreadnaut is 8 intercepter is 3)
Dice will not be removed from their action cards between rounds.
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Joseph Courtight
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Comments and suggestions welcome.
 
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Scott Lewis
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I'm a little confused by the turns. The AI players still only take one action at a time, right? Do they reroll after both of the first 2 actions, or after each action?

IE, I'm a bit confused as to where in the sequence other players take their turns.
 
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Łukasz Łazarecki
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The main question is: does it work?
 
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Joseph Courtight
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They reroll after they are done with two actions. Yes, they still only take one action at a time. They just use the same priority two times in a row. Thank you for catching that air, it was found version 1.0.

Yes, it works but is no match for a real human.
Play testing is still in progress to find a more efficient AI system. This version is after the first round of testing, I plan on doing two more around testing. If you look to the forms you will see the first-round play testing's model. The main problem that one was that the AI did not work well against ancients. It worked great if they're playing as the descendents.

I like to keep people posted as to my current versions just in case somebody would like to check it out and comment on problems or potential solutions.
 
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Jeff Thompson
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My opinion is that Eclipse is too good of a game to allow for random actions to provide an AI. There needs to be some structure of state to organize the actions.

For example:
2. Mobilize. If at least 1 other player has more ships than this player, he builds ships (as you suggest), otherwise, do action #1.

I believe it would have to be a lot more complicated than this even to provide interesting interaction (and probably even more so to be competent).
 
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Joseph Courtight
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Eventualy I think priorities will be determined by situation, this is just a start.

It actually does not do as bad as you might think.
It only lack in the military side of things. It does not attack and defend itself properly all the time.
 
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Joseph Courtight
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The next versions already here and it's diceless.

http://www.boardgamegeek.com/thread/743157/ai-system-after-t...
 
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