Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
Gone for nearly three weeks!
Published on April 26, 2006 By Draginol In GalCiv Journals

Tomorrow I'm off to Texas for 9 days. Then I come back and I'm off to Redmond Washington for meetings with some software company there for a week.

I heard someone on JoeUser say that only people from Texas would go to Texas on vacation. Well, okay, yes, I'm from Texas. And I'm going to Dallas to visit friends and then to the gulf of mexico.  But it's warm, it's sunny, and I'll get to spend some much needed time with the wife and kids.

It's been a real adventure since this past November.  We got WindowBlinds 5 out in November and then at the very end of February we released Galactic Civilizations II.  I won't deny that it's been a lot of work.  Between Thanksgiving and mid March I had worked every day (including Christmas) to make sure things got taken care of.  So it'll be nice to get away from the computer and such for a couple weeks.

We just released Galactic Civilizations II v1.1 yesterday and things seem to be going pretty well.  It's just as well that I'm going because I've already thought of some new things for the AI that I think could make a difference in how it plays.  And the engine team got my new option in -- "Allow AI to use extra CPU time" that people who are willing to wait (or have really powerful CPUs) can set the AI to use algorithms that are more time intensive. 

I don't think most people sit and and realize the restrictions on writing computer AI code is.  You can't do things like do a for loop of all the tiles that are uncovered by the FOW that a ship might travel on in its turn or the following several turns along with nearby tiles to see what might happen. Each ship has to decide its move in less than a milisecond. Each planet has about a milisecond to decide what it's going to build.  And this is on typical hardware mind you, not state of the art machines. The trick to writing good computer AI isn't just sittin gthere putting together clever algorithms, it's also being able to create algorithms that do their thing without using much time.

For example, one of the most intensive things that the AI does is design ships. Part of that reason has to do with the actual graphical assemblage which I don't fully understand what's involved on that part.  But I only allow the AI to design ships once per year right now. If I tweaked it to even 3 times a year I think you'd notice a significant difference, especially early on when human players have better ships because in 2226 the human player has gotten plasma weapons and the AI is still running around with laser 1 or something when it has actually researched Plasma weapons as well.  But I digress.

I've really had a lot of fun these past few months. There's not a real good business justification to be working on AI tweaks on weekends and such, but that's not what it's about.  It's about making cool stuff. If I weren't doing this on GalCiv II, I'd be modding some other game and at least in GalCiv's case, I have the source code.

One of the real bright points of my day was the arrival of some really thoughtful goodies from Texas Wahine, a blogger on JoeUser.com. She and my wife are on-line friends and she's a really nice person. She lives in Hawaii and sent some really neat Hawaiian stuff. Thank you very much TW if you see this.

But that's the whole thing about on-line communities, I love them. You meet such great and interesting people. A lot of companies don't actually have their own forums and such. I think they miss out.  Even though I get flamed dozens of times per day (one irate user emailed me about the "Unpleasant like northern Michigan" joke that I put in the user manual, she didn't find it funny at all), it's still worth it to talk to people and hear their ideas.

So anyway, hopefully no one will burn down the place while I'm gone <g>. I will be pretty much off the grid. Hope you have a great couple weeks. When I get back, we've got new DesktopX builds, Galactic Civilizations 1.2, Multiplicity 1.1, a new IconDeveloper, SoundPackager, and a bunch of other stuff on the schedule to get out in a short amount of time.  And I have to start arranging interviews for game developers to work on Society.

Cya!   (Draginol/Frogboy)


Comments (Page 2)
4 Pages1 2 3 4 
on Apr 27, 2006
Enjoy your stay!

We'll try to behave and wait with our complaints until you're back.
on Apr 27, 2006
Vacation

You deserve it.

Thank you for your dedication to your customers and your craft.
on Apr 27, 2006
Texas Roolz!

Get some rest, have some fun, and try to find a way to turn your brain off for a while. I understand tequila works wonderfully in this regard.
on Apr 27, 2006
where's the button / tick for this CPU function, i wants it
on Apr 27, 2006
Have a great time!
on Apr 27, 2006
Have a happy Vacation, and thanks for a great game.

And now i understand why the AI have so crappy ships, I wold really want a option to enable more cpu time for the AI. I got no problems with waiting time at all, and a AI with better ships (atlest using latest weapon and propulation tec).

I always tend lag behind the AI until the first wars then i beat em easy. (playing on crippling dif)
on Apr 27, 2006
This is a turn based game, not real time, and even though I play on an older machine, Celeron 2.0, I would not mind waiting a minute for the AI to do it's thing each turn. Right now there is very little wait time between turns, the longest wait time is when I get the eyes of the universe, and the graphics have to up date with each move of a ship, and with many fleets of ships moving, both mine and the enemy, it is very slow.
on Apr 27, 2006
It's always nice to take a good vacation after a monster project. You certainly deserve it. Just for giggles though maybe let us know how long you managed to last before you were looking for a comp to jot down a *few notes on the AI* .

Seriously have a safe and fun trip
on Apr 27, 2006
Have a great vacation you guys!
on Apr 27, 2006
Between Thanksgiving and mid March I had worked every day (including Christmas) to make sure things got taken care of. So it'll be nice to get away from the computer and such for a couple weeks.

Enjoy your well deserved break!

It's just as well that I'm going because I've already thought of some new things for the AI that I think could make a difference in how it plays. And the engine team got my new option in -- "Allow AI to use extra CPU time" that people who are willing to wait (or have really powerful CPUs) can set the AI to use algorithms that are more time intensive.

I would be in favor for giving the AI more CPU time if it meant it would play smarter! Although I think there are improvement that can be made that would not require extra resources.
(1) In v1.1 the AI places more value on speed which is good but it also needs to place more value on sensors. The player who builds "Eyes of the Universe" has a large advantage over the others!
(2) Choosing alignment "Neutral" and building "Neutrality Learning Centers" allows you to greatly accelerate your research! On difficulty level Tough I easily out research the AIs even without NLCs because the AI does not allocate enough spending to research.

For example, one of the most intensive things that the AI does is design ships. Part of that reason has to do with the actual graphical assemblage which I don't fully understand what's involved on that part. But I only allow the AI to design ships once per year right now. If I tweaked it to even 3 times a year I think you'd notice a significant difference, especially early on when human players have better ships because in 2226 the human player has gotten plasma weapons and the AI is still running around with laser 1 or something when it has actually researched Plasma weapons as well.

How about having it redesign ships on turns where it gains some new tech which impacts the quality of its' ships? Human players import ship designs from past games and then research the techs needed to build those ships. Could the AI not be provided with smart ship designs at the start of the game? When you consider the combinations of weapons and defenses the list could grow very long. Although I build ships unique to each game (usually changing things like ship range), these days I find myself always researching Beam weapons and ignoring defenses (defenses are not needed if your fast fleets strike first and hard and then level up). In the pre-1.0 Beta I focused on Mass Drivers because they then were more effective when you consider size/cost/strength (e.g., Nanno Rippers) and armor was less effective.

p.s. I'll miss your dev journals during your vacation. Enjoy!!!
on Apr 27, 2006
But I only allow the AI to design ships once per year right now.

Oh my god. This explains a lot.


My reaction exactly.

Civilizations can be wiped out in well under a year. And what happens to the Civ when faced with 2 opposers using different weapon technology, especially if they declare war at different times (but still within the year)?

A '3 per year' option would be excellent. However, (in addition to the '1 per year') I would suggest a different solution:

Allow the AI the option to redesign ships whenever they declare war, or have war declared against them.

This would keep the early game relatively fast, but still allow the AI to deal with specific threats later in the game.
on Apr 27, 2006
Come on guys!! The man is TRYING to take a vacation!
on Apr 27, 2006
Have a great one Mr and Mrs Frogboy

And no we dont like ya MUCH !!!

Take it easy and soak up a few rays etc!!

DG
on Apr 27, 2006
Great to see so many Gal Civ 2 fans in support of more upgradining for AI ship designs.

List of the minimum amount of upgrading needed for each seperate AI:

AI reaches:

Impulse Drive
Warp Drive
Warp Drive Mk V
Each Hyper Warp tech
Every range module upgrade on large maps or bigger
About every 3 weapons or defence that AI gets
And every AI at least every quarter

If the AI's upgraded when achiving these techs then I believe they would probably keep on par with us players. Still would like adjustable CPU slider though!!


Lenius.
on Apr 27, 2006
Or better yet, upgrading every time they get a new ship component.
4 Pages1 2 3 4