Company of Heroes: Eastern Front

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Messages - sweeten2213

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Bugs & Tech Support / Re: Fatal Error
« on: March 29, 2010, 08:00:19 AM »
AI errors are VERY difficult to track and even harder to find - even with log files

Considering this is a single case basis, I'm assuming either something went wrong during install, or there was an attempt to change files - otherwise the report would be widespread.

The AI is rediculously sensitive and will crash from everything from a missing line to an extra space or comma.

I would suggest to the OP that he reinstall and make sure there are no files changed.

If that doesn't work he can post his logfiles for scar and ai

2
General Discussion / Re: A.I. changes to original C.O.H.
« on: February 27, 2010, 09:15:42 AM »
Actually, I'm glad glad when people bitch about how "good" the AI is.

It means I did my job, and the more i hear it, the more I smile :)

3
General Discussion / Re: The AI and Red Tide
« on: February 21, 2010, 06:50:55 AM »
@ redguard - where did you post that fix?  I would be curious to see your suggestion.

4
@ Jagged - that is a bug where the AI tends to spam call in units.  The only way to stop it is hard caps which would apply to the AI and human alike.

And I'm sure if we were to hard cap them at a level where the AI could still excel (i.e. say 2 for Partisans), that would open a HUGE can of worms and a bunch of other threads complaining about that.

Also, another note on my "perspective"...

I am 36 years old soon to be 37.  My first video game was Pong back in 1970's.  I played for years before their was such thing as "online" play - it was all more or less SP for say 25 or so years of my gaming years.  Therefore, I grew up playing against the AI in games (and honestly still don't play online).

I decided to learn how to code the AI in CoH because for all those years, I would stop playing a game when the AI was no longer a challenge.  I love the concept of CoH and decided to learn how improve the AI to extend the lifespan for me as well as learned how to mod in general for the same reason.

So - again - maybe I'm just different and an old man :)

5
Quote
And people play computer games so they can win, so it's kind of annoying maybe to have the challenge bar raised in what was already a pretty difficult and unpredictable AI (at least on expert).

Maybe that's where I differ - I play computer games for the challenge.  If I reach a point where I can no longer lose, I stop playing and move on to something else.

And as far as expert, I designed the AI to be difficult at all times.  Expert, no matter how good you are, will always be a challenge.  And, I guess referring to my point in the first paragraph, if you can beat expert (the highest level of difficulty) almost all the time, what else is there?  There's nowhere else to go from there. 

Expert was also designed to challenge any players - hence the name expert ;)  It's like designing a level of opponent for professional athletes - they're the best in the world and "experts" at their craft.  If they were to play all their games against a really good high school team, I would imagine they get bored easily after repeated and with no effort whatsoever beating the crap out of them.  So expert is designed to challenge ANY player - no matter how good

At least that's how I think - maybe I'm in the minority

6
Thanks for the support there, Zer  ;)

The AI has been changed and is more challenging (mainly because it's much smarter).

I don't mean to sound like a jerk and I hope this doesn't come off like that, but I'm quite confused about something...

People in several threads have mentioned that they used to being able to beat the top levels (ie hard or expert) with the vanilla AI and now they can't and their frustrated.

Is it like a testosterone thing to not want to lower the level your playing against?  Do you guys actually enjoy just "comp-stomping" and beating the heck of an idiotic AI opponent?

I've designed this AI as I have for the AI for my own mod and several other mods with this in mind...

I want to give non-online players and online players alike something to work towards when playing the AI.

Can't beat the hard ai now - play against normal for now and then try hard later - it will be an accomplishment.

All you online players play online for a challenge and a good game - you don't want to just walk all over the other player - what fun is that?

So the AI is improved to allow that for offline as well.

I guess I just don't understand the "I can't beat the AI on level x anymore and I'm frustrated" thing


7
General Discussion / Re: I think the AI just got better...
« on: February 06, 2010, 05:09:55 AM »
The only AI "boost" from difficulty level to difficulty level is the multiplier for resources.

I don't have the numbers in front of me, but I believe Easy is 1.0 (meaning the same as a human), normal 1.1 or 1.2, hard a little higher and expert a little higher than that.

So say if it were 1.5 and their income would be 300 mp (using even numbers), they would get 450 mp per minute instead of 300 mp.

Though some accuse the AI of "cheating" due to this (which I understand the point, but vanilla AI does the same with resource bonuses AND health bonuses), the reality is the AI no matter how "smart" you make it needs extra resources to make more "human like" decisions. 

Whereas you, the human, know to make a purchase/use an ability at the precise moment you have enough, the AI tends to want a little more than enough and always has some in reserve.  So, in reality, it doesn't fully use the bonuses it gets and never will.

8
General Discussion / Re: EF AI tactics - ROCK!
« on: January 28, 2010, 10:30:18 AM »
Thanks for the compliments on the AI.  And it is completely redone, including tactics.

As far as the AI "cheating", it depends on what you mean.

It does get resource bonuses on every level other than easy - meaning it has a higher income rate for mp, muni, fuel than the human player as it does in vanilla CoH (not sure if the levels or around the same, lower, or higher than vanilla).

If you mean it can do things the human player can't, than no - it does not cheat.

The AI really needs the resource bonuses as it very difficult to tell an artificial intelligence to be as "intelligent" as a human.  For example, when you the human know to use ability x at the precise moment you have the resources for it, the AI may need the resources + 20.

Also, the idea is to make it more challenging - and an "artificial intelligence", given the game engine, can only go so far.  I look at it more as "leveling the playing field" :)

9
General Discussion / Re: I think the AI just got better...
« on: January 23, 2010, 03:34:51 AM »
No - I took out the health boost

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General Discussion / Re: I think the AI just got better...
« on: January 23, 2010, 01:29:15 AM »
The only way to fix it is to hard cap it - now sure how the team feels about that.  But even if capped at a reasonable number, it will often build them until it reaches that #

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General Discussion / Re: I think the AI just got better...
« on: January 23, 2010, 01:12:36 AM »
I completely redid the AI for all factions - it's still not perfect but it should be much "smarter" than the vanilla AI.

I saw one poster mentioned spamming some units in the Prop doctrine - there is still a bit of a bug where once the AI starts building an off map call in unit, it LOVES to keep building it.

12
Suggestions / Re: Balance for non-mod factions
« on: October 11, 2009, 04:43:29 PM »
Fortunately they have been a "well behaved group".  Nothing really special had to be done to get their squad ai working correctly.  I was shocked they didn't try and charge into death, but they work fine.

As for talking a big game, I'm more of a work behind the scenes guy - especially here.  However, if others choose to talk the game for me, I guess I'll just have to step up  ;D

13
Suggestions / Re: Balance for non-mod factions
« on: October 11, 2009, 04:27:31 PM »
Quote
However, due to the extreme skill of our AI Coder, Sweeten, the AI of the game will be likely improved, to avoid Soviet domination.

Oh boy - the pressures on  ;D

14
Dev / Re: Application for AI coder
« on: October 01, 2009, 12:03:33 AM »
Sounds good.

I will add X-fire ASAP (I have to work tonight), and i will browse the forums while at work tonight.
Thanks for having me and I look forward to working with you all

15
Dev / Application for AI coder
« on: September 30, 2009, 10:49:19 AM »
Hello,

I just spoke to Widowmaker1 via PM on the relicnews forums and he had suggested that I apply for a -dev position as an AI coder here.

I would be more than happy to share my skills with this fine team, and offer my services.

For those not familiar, I am the project leader of the Normandy 44 : European Theater team, and wrote the AI for the mod.  I feel I have the skillset to do the work you need done, and can pretty much do anything with the AI asked.  Also, my mod, like yours, has custom "non-vanilla" units so I am accustomed to dealing with it.

Please let me know.

Thanks


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