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Upgrade the brutal AI config

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5 months ago
There is a much stronger version of circuit configs than that of the current brutal AI available. How can I convey this without having to get involved in github?
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5 months ago
The only way is to convince someone else to do Github for you.
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5 months ago
OK, I'll post a google drive link here this evening
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5 months ago
https://drive.google.com/file/d/1YrI-4jjdFk1XdtKgcXDPDxSxlMfrVu5b/view?usp=sharing
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5 months ago
Seems to overbuild energy. Note the groundscars.
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5 months ago
?
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5 months ago
In that image you see new brutal losing to old hard. It does not seem to be a random loss, since brutal consistently lost land and made a lot of singu for little reason.
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Overfitted against kgb-13 playstyle?

Maybe the config-learning methodology of Circuit can steal some tricks from AlphaStar and have a bunch of league/main exploiters to test against, rather than just optimising against the adversary's Main Agent.
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The old hard/brutal didn't really make eco outside of a fixed trigger that was often ignored, they just boil out units. This is a good playstyle vs other AI but humans will reliably just defend, eco up, kill with an excellent attrition ratio and gradually roll it up across the map.

> Overfitted against kgb-13 playstyle?

certainly a factor, that was my primary source of testing vs raiding and aggression, but it was tested against variations of itself too.

Investing in eco is more of a versus humans measure, since humans have and usually follow the concept of stabilising a front and focusing on attrition. Bots tend to focus on raiding and attacks over everything else. A focus on eco means that the threat the AI poses continually increases through the game if it isn't continually raided (and most humans don't continually raid ).

You can make the AI competitive with its older iterations again by changing the number of preventative defences it makes per mex back down to 1 (currently 2) and restoring its old habit of turbo-spamming raiders all game, but that doesn't make for a good opponent to a human team.

Obviously it would be preferable that the AI could have more than one set of configurations so its behaviour could vary, but Lamer doesn't seem interested in this approach.

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5 months ago
I have no understanding in AI's, but maybe it can work by having a inner timer.If the ai dont get enough mex when the timer hits, it starts to make more energy for alittle, then go back to normal, and keeps cycling.
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5 months ago
Following the new release, looking at the AI config files in C:\Users\Tully\Documents\My Games\Zero-K\AI\skirmish\DevCircuitAIBrutal64\stable\config,

seems behavior, block_map and commander.json upgraded, but response, build_chain, economy and factory.json did not? is that intentional?
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5 months ago
I didn't apply the changes since it seemed risky.
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5 months ago
Oh ok then.
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5 months ago
So to revisit this, what are the changes and how might it affect the campaign? Is it worth applying similar changes to the other difficulty levels? I am concerned about ending up in a situation where Hard is harder than Brutal.

If this AI is designed to go hard on economy then perhaps it is time to make specialist AI options? (econ AI, superweapon AI, whatever else).
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4 months ago
I've added this config as an AI called "AL: Economic Personality" since people might want the old more agressive Brutal, and I don't want to mess with the campaign too much.
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