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Question about AI
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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Sat Mar 21, 2015 8:23 am    Post subject:  Question about AI Reply with quote  Mark this post and the followings unread

So, i have a question. Does Priority on [TeamTypes] affects Weights on [AITriggerTypes]??? And how to make them be balanced?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Mar 21, 2015 8:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Priority only affects Recruiter logic, higher Priority prevents that taskforce (while still having TeamMembersRecruitable set) reassembled into the in-question Recruiter force.

Also, trial'n'error is your friend, there are no magic numberz.

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Sat Mar 21, 2015 9:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Priority only affects Recruiter logic, higher Priority prevents that taskforce (while still having TeamMembersRecruitable set) reassembled into the in-question Recruiter force.

Also, trial'n'error is your friend, there are no magic numberz.

Now i understand, thanks GD

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sat Mar 21, 2015 9:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Priority on [TeamTypes] does not affect Weights on [AITriggerTypes].

TeamType with higher Priority= can recruit team members from a TeamType with lower Priority=
which has AreTeamMembersRecruitable=yes, even though it has not yet completed its associated
script actions. (e.g. Priority 16 is higher than 8 ).

Contrary to earlier explanations, a higher/lower value in Priority= doesn't mean that AI will build
them before a different Priority= team. A higher weightage in AITriggerTypes gets more chance to
get triggered and thus creates its team regardless of its Priority= value.

Recruiter= is an additional check, related to Group= and it works as mentioned by AlexB.
Quote:
If Recruiter=no, teams only recruit from a set of units with a certain group number. This number is the Group= setting on the team type (if it is -1, it will use the Group= value of the task force). If this number is -2, the group check is skipped, otherwise the unit is only considered if its current group setting is the same as this value. If Recruiter=yes, the group check is also skipped and thus it allows "inter-group recruitment".

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Sun Mar 22, 2015 8:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks E1 Elite for the further explanation Very Happy

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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Fri Aug 07, 2015 12:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Just want to add, that certain specified team priorities are suspended during base defense actions - so: the lower the more likely to be suspended.


PS:
And empirically (days and days) I can say, that a higher Priority leads to  a higher possibility of team creation not only recrution; even if this goes against empirical consensus - I use to set my country specific teams to P=10 while keeping their normal trigger weights - works fine:

but as said before, there are no magical numbers just a whole weighted distribution logic.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Fri Aug 07, 2015 6:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Are you sure it works? Vanilla game has SuspendPriority=1 and SuspendDelay=2 minutes and minimum AI
ini Priority value is 5 in YR and 4 in TS. Typically, ground based base defense teams are given lower priority,
so that they can be recruited into attack teams. And base defense teams are already meant to defend the base
whether suspended for a few minutes or not.

Priority doesn't affect team creation. If AITriggers weights are kept same, then it can be tested that higher
Priority team doesn't get any more chance than lower Priority valued team in team creation.

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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Fri Aug 07, 2015 7:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Are you sure it works? Vanilla game has SuspendPriority=1 and SuspendDelay=2 minutes and minimum AI
ini Priority value is 5 in YR and 4 in TS. Typically, ground based base defense teams are given lower priority,
so that they can be recruited into attack teams. And base defense teams are already meant to defend the base
whether suspended for a few minutes or not.

Priority doesn't affect team creation. If AITriggers weights are kept same, then it can be tested that higher
Priority team doesn't get any more chance than lower Priority valued team in team creation.


Hey,
I can only say it works for me. You certainly do know a lot about team creation and it seems absolutely reliable and well informed to me ... but as said before it is just my private empirism and maybe I am suspect to belief here, but I certainly tested for days and noticed the results ...  Exclamation

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Aug 07, 2015 9:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have a running argument with E1 about some of my experience too, you aren't alone Smile

I will add that I played with tiers of priorities for certain classes, like transport vs bare units, I did notice there was some behaviour but I didn't delve into it to figure out the exact mechanics.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sat Aug 08, 2015 5:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Attaching the YR vanilla ini files modified to test any affect of priority on team creation. Select America
for both yourself and AI. 2 GI team has least priority of 5 and 3 GI team has max priority of 50. If there is
affect of priority on team creation then there should be a pattern like 3 GI teams should be created ahead
of the 2 GI teams.

Between the teams, there is no difference except cost and which entry is declared first. To negate that,
the priority could be reversed and tested.

Later in the game cost etc. could matter in deciding which team is produced, that shouldn't be linked with
priority.

G-E: If you are referring to structure number cases, I thought it was settled.



YRPriority.zip
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 Filename:  YRPriority.zip
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