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Author Topic: FAQ, FRAB, & FRIC: AI Player Behavior in Version 1.0 *PLEASE READ*  (Read 1687 times)
Big Head Zach
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« on: December 18, 2009, 21:12 »

Frequently Asked Questions,
Frequently Reported Aberrant Behavior,
& Frequently Requested Improvements/Changes

AI Players
Version 1.0


The following is a list of frequently asked questions about the AI in Planet MULE 1.0, as well as the most commonly reported issues by players when witnessing AI player behavior.

When posting in this forum, be sure to check this post for any updates, and see if your issue has already been addressed / brought to the developers' attention. If you see your post has been deleted, chances are it's been added to this list; if you feel your concerns haven't been fully understood, feel free to PM me.

Bear in mind that this is based on information that has been provided to me directly, or to the public by the developers; if there's additional info about a question, it's been provided in the same manner. Do not assume that an issue without a comment hasn't been read by the developers, or has been ignored/rejected.
(Credits are given where they are due.)

Questions

none


Issues

The AI doesn't seem to realize when it lacks the money to purchase and outfit a MULE. It will either sit idle in the Corral or the outfitter store until time runs out, or it will try to install an unoutfitted MULE, which will run away. (random, raidur, Thedoctorking, vaylen)
While this is a known issue and is being addressed, one aspect of the problem will go away in 1.1, as unoutfitted MULEs will not be allowed to leave the town.

The game doesn't let an AI sell its goods to the Store; it will either stop at the bottom line and not sell, or continue to wander off the bottom of the window. (Jayisgames, vessedeloup; Games 3101, 3172, 5092, 8344)
Chances are good this is more of an issue with communications between the AI and the host processes, where one doesn't recognize the other has reached a trade line.

During the Land Auction, the AI will keep trying to walk up to meet the current price even if it is out of cash; the fact it is trying to walk slows the timer down and makes the auction take longer. (vaylen)

The AI undervalues land during land auctions, often sticking to prices well underneath base market value ($500). Early land auctions should easily go for much more, sometimes in excess of $1000. (coyotek4)
As a quote from Dan Bunten in the original manual states, the AI should calculate land value based on the base value, the number of turns remaining, and the most lucrative good to produce on that plot at the time (factoring in BPVs known to it, bonuses, and market price).

The AI is selling goods in the last round. They never did that in the original.
Technically speaking, there's no reason for them to do that; as a matter of fact, they are selling below current market price (except for Smithore & Crystite), and actually reducing their total worth. Version 1.1 should contain a fix that forces AI not to sell in the last round.

The AI is very quick to sell its surplus, often devaluing goods during an obvious shortage. (coyotek4)

The AI never attempts to buy-out the Store when it has a chance to achieve a monopoly / harm other players. (coyotek4)

The AI doesn't realize when, during a shortage, it has an opportunity to install a MULE that would give it the Energy/Food it needs. In such situations, it often underpowers its MULEs or has very little time to develop. (Fate)


Improvements/Changes

Why are the AI players hunting the Wampus? They didn't do this in the original. (Coyotek4)
What can I say...they spent the last 15 or so years in an intensive Matrix-like simulation in which they actually lived as Wampus do, eating and sleeping alongside them, until the indigenous population began to trust them completely. It was then that they decided to...wait, this is the plot to James Cameron's "Avatar". My apologies. (This is an intentional improvement/change by the developers.)

Can the AI take its development turns in fast-forward, like the original?
Your wish is granted...in version 1.1.

As part of varying AI difficulty, allow it to "stutter" in its moves both in development and in auctions.
« Last Edit: December 18, 2009, 21:14 by Big Head Zach » Logged

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