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ai 기획서

Last edited by 17신채호 Sep 01, 2018
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AI 규칙 (ver 0.2 WIP)

Last Edited: 2018-02-13 1202

모델 조건

  • 최종기획버전기준

Basic Algorithm:

  1. Gather all possible tasks by Task do-ers
  2. Score all tasks by table
  3. Sort all tasks by score
  4. Do highest scoring task
    1. If multiple tasks have same score, choose randomly
  5. Back to 1. and repeat until no more positive-scoring tasks remain
  6. Skip Turn for any units with remaining AP but no positive-scoring task
  7. End Turn

Possible Task Types

  • Attack Enemy Unit/City
  • Move Fighting Unit to Spot
  • Move Pioneer to Spot
  • Use a Skill of a Unit/Building
  • Build Fighting Unit
  • Build Pioneer
  • Build Resource Building
  • Build Military Building
  • Build Special Building
  • Cancel Unit/Building
  • Deploy Unit to a City
  • Deploy Interior Resource Building to a City
  • Deploy Interior Special Building to a City
  • Deploy Normal Resource Building to Spot
  • Deploy Normal Special Building to Spot
  • Deploy Normal Military Building to Spot
  • Deploy City to Pioneer
  • Accept Quest
  • Raise Tax Rate by 5%
  • Lower Tax Rate by 5%
  • Raise Economy Investment by 5%
  • Lower Economy Investment by 5%
  • Raise Tech Investment by 5%
  • Lower Tech Investment by 5%
  • Raise Logistics by 5%
  • Lower Logistics by 5%
  • Quest Task : A combination/list of above tasks that is needed to complete a Quest.

General Task Priority(일반적인 AI의 행동 흐름/우선 순위): Quest Tasks >= Attack = Skill >= Move > Deploy >= Accept Quest > Build=Cancel >=Raise/Lower Resource

즉 밑에 표에서 각 Task Type 마다 Very High/High/Low/etc. 되있는건 각 Task Type 내부에 한해 상대적 기준, 다른 Task Type과 비교해 우선 순위는 위에 General Task Priority참조

예시) Quest Tasks >= Attack이니까 Attack에서 Very High/Most High정도는 되야지 Quest Task보다 높은 Score가 매겨짐. 반면 Move > Deploy이므로 Deploy는 아무리 높아도 Move Task들을 먼저하게됨.

Priority Score Table

Task Type Context Score
Attack Enemy Unit/City Unit lives after attack 100
Unit dies after attack -50
Enemy Unit lives after attack 25
Enemy Unit dies after attack 50
Enemy City lives after attack 50
Enemy City dies after attack 75
Move Fighting Unit to Spot Unit dies if attacked after moving to spot -150
Unit can attack enemy after moving to spot 50
Unit can be attacked after moving to spot -50
Unit has low HP(<1/3) and is further from enemy after moving to spot 50
Unit has non-low HP and is closer to enemy after moving to spot 50
Unit is closer to City after moving to spot 25
Move Pioneer to Spot Unit is further from enemy after moving to spot 20
Unit is closer to enemy after moving to spot 10
Unit is further from city after moving to spot 10
Unit is closer to enemy after moving to spot 20
Use a Skill of a Unit/Building Can Destroy Enemy Unit/Building Extremely High
Restores AP Most High
Restores HP High
Unit Dies Most Low
Buffs ATT/DEF High
Build Fighting Unit 1.5 × (Enemy Fighting Unit Number + Enemy City Number) < Fighting Unit Number -50
Fighting Unit Number < 1.5 × (Enemy Fighting Unit Number + Enemy City Number) 50
Gold/Labor Capacity is full -100
Build Pioneer City Number < 1.5 × Enemy City Number 50
1.5 × Enemy City Number < City Number -50
Gold/Labor Capacity is full -100
Build Resource Building (Resource : Resource Type Produced by Building) is High Very Low
(Resource) is Okay Medium
(Resource) is Low High
(Resource) is Very Low/Negative Very High
Build Military Building Enemy Fighting Unit Number is High High
Enemy Fighting Unit is Near My Fighting Unit High
Gold/Labor Capacity is full Very Low
Deploy Unit to a City Unit is Fighting Unit 128 - Distance to enemy from City
Unit is Pioneer Distance to enemy from City + 20
Deploy Interior Resource Building to a City Far from Enemy Very High
Many Resource Building in City Low
Close to Enemy Very Low
Few Resource Building in City High
Deploy Normal Resource Building to Spot Far From Enemy Very High
Close to Enemy Very Low
Many Resource Building Nearby Low
Few Resource Building Nearby High
Deploy Normal Military Building to Spot Enemy within Range of Skill Most High
Nearby Friendly Fighting Unit High
Nearby Enemy Fighting Unit Low
Deploy City to Pioneer City Number + Pioneer Number < 1.5 × Enemy City Number 50
1.5 × Enemy City Number < City Number + Pioneer Number 30
Accept Quest Quest is Ultimate Weapon Quest Most High
Quest Reward is Military Special Resource Very High
Quest Display Period is Short High
Quest Display Due is Approaching Very High
Quest Reward is Resource for lacking Resource High
Quest Reward is Resource-buff Special Resource for lacking Resource High
Set Tax Rate to X%
Set Economy Investment to X%
Set Tech Investment to X% Enemy Tech is Higher X is Very High
Tech Lost to Enemy X is High
My Tech is Higher X is Low
Need Gold Now X is Very Low
Set Logistics to X%
Quest Task Quest is Ultimate Weapon Quest Super High
Quest Limit Period is short Very High
Quest Limit Due is Approaching Very High
Quest Reward is Military Special Resource Very High
Quest Reward is Resource for lacking Resource High
Quest Reward is Resource-buff Special Resource for lacking Resource

Task do-ers

  • Fighting Unit - Attack, Move, Use a Skill
  • Pioneer - Move
  • City - Attack
  • Building - Use a Skill
  • Build Que - Build, Cancel
  • Deploy Que - Deploy
  • Quest Display Que - Accept Quest
  • Quest Accepted Que - Quest Task
  • Resource Management - Set Resource Level
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