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Stellaris開發(fā)日志#235 | 12/2 AI反饋和未來計(jì)劃

2021-12-15 22:16 作者:牧有漢化  | 我要投稿

牧游社 牧有漢化翻譯


Stellaris Dev Diary #235 - AI feedback and future plans

Narkerns, Not a robot


Hello and welcome to a new Dev Diary,

大家吼,歡迎來到新的開發(fā)日志。


This is Guido again with a follow-up on the AI side of things.

這里是Guido,再次就AI方面的內(nèi)容發(fā)表后續(xù)報(bào)告。



AI Feedback

AI反饋


First of all I wanted to thank you all for all the good and supportive feedback we got for our last changes on the AI. It's really encouraging seeing so many of you engage with the changes and letting us know what works and where there's still room for improvement.

首先,我想感謝大家對我們在AI方面的最新改動給予良好和支持的反饋??吹竭@么多的人能夠?qū)@些改動發(fā)表意見,并讓我們知道哪些地方可行、哪些地方還有改進(jìn)的余地,真的很令人鼓舞。


It's nice to see that lots of people appreciate that we're putting some serious effort into making the AI better.

很高興看到很多人欣賞我們?yōu)槭笰I變得更好而付出的努力。


In general, the AI does a lot better in 3.2 compared to 3.1 and 3.0. For the moment we're still playing a bit of catch up, adapting the AI to the updated balancing changes of the game and some of the new features that have been added in the last months and even years. But there is even more economic buffing on the horizon.

總的來說,與3.1版本號和3.0版本號相比,3.2版本號中的AI表現(xiàn)得更好。目前,我們?nèi)匀惶幵谧孉I去適應(yīng)游戲更新的平衡性改動、去適應(yīng)過去幾個(gè)月甚至幾年中增加的一些新特性的過程當(dāng)中。但在將來還會有更多經(jīng)濟(jì)方面的AI表現(xiàn)增強(qiáng)。


One of my favorite comments on our internal communication was this bit, that I wanted to show you:

在我們的內(nèi)部溝通中,我最喜歡的一個(gè)評論是這一段,我想給你們瞅瞅。


“好吧準(zhǔn)將級別難度的AI剛剛在游戲里第40年就把我臉都打歪了。”


And that is what we counted as a big success now. Beating our QA people is not an easy feat.

這條我們現(xiàn)在把它當(dāng)作一個(gè)大成功。打敗我們的QA人員并可一點(diǎn)也不容易。


Of course there are still some areas where the AI has problems and doesn't work very well. It's those cases where we really appreciate your help in letting us know, because we can never find all those cases all on our own.

當(dāng)然,仍有一些情形下的AI有問題,效果不是特別好。我們真的很感謝大家?guī)兔o我們關(guān)于這些情形的反饋,因?yàn)槲覀冇肋h(yuǎn)不可能完全靠自己找出所有這些情況。


For example, the AI still has problems when playing as Void Dwellers. They can't decide where to build habitats depending on what they would need. If they are missing minerals, they don't know how to build a habitat on mining stations. They still have problems handling slaves and robots effectively and in some cases the AI can, unfortunately, still end up in an economic death spiral. Especially if they, somehow, manage to run out of food and consumer goods at the same time.

例如,在扮演虛空居者時(shí),AI仍然存在問題。他們不能根據(jù)自己的需要來決定在哪里建造居住站。如果他們?nèi)鄙俚V物,他們不知道如何在采礦站上建造一個(gè)居住站。他們?nèi)匀粺o法有效地處理奴隸和機(jī)器人,而且在某些情況下,AI還是會不幸地陷入經(jīng)濟(jì)死亡的螺旋,特別是他們不知道咋搞的同時(shí)用完了食物和消費(fèi)品的時(shí)候。


Finally, the AI is also not good at using planet designations. For example using the designation that turns a planet's industry districts into purely alloys is not something that they can consider at the moment. Meaning, if it conquers a planet from a player who has set the Forge World designation - it will not be able to handle that planet very well.

最后,AI也不善于使用行星規(guī)劃類型。比如說,他們目前還是不會考慮使用行星規(guī)劃類型將一個(gè)星球的工業(yè)區(qū)變?yōu)榧兇猱a(chǎn)出合金。這意味著,如果它從一個(gè)設(shè)置了鍛造世界規(guī)劃類型的玩家那里征服了一個(gè)星球,它將不能很好地處理這個(gè)星球。



Future agenda

未來議程


That being said, we do have some more points on our agenda. A short disclaimer here, though, is that things may always change, not work out as intended or prove more difficult than anticipated. So don't take the following points as guaranteed. It's areas that we are looking into and that are, most likely, going to be improved:

話雖如此,我們的未來議程上還是有一些重點(diǎn)事項(xiàng)。在此要做一個(gè)簡短的免責(zé)聲明,事情可能總是會發(fā)生變化、不能按預(yù)期進(jìn)行,或者我們發(fā)現(xiàn)實(shí)現(xiàn)起來比預(yù)期的更困難。因此,不要把以下幾點(diǎn)作為保證。以下幾點(diǎn)是我們正在重點(diǎn)關(guān)注且很可能會得到改進(jìn)的領(lǐng)域。


1. Scaling Economic Plans: We want the AI to be better in the mid- and especially late-game. With the current plans the requested income is static. Meaning, once it reaches a monthly income of +500 it will not try to increase it further. That's good for a big chunk into the mid-game, but it's not good enough to compete with a player in the late-game. So, the idea is to have the economic plans scale to infinity. Once they reach +500, they should increase their targets.

1、可變化規(guī)模的經(jīng)濟(jì)計(jì)劃:我們希望AI在游戲中期,尤其是游戲后期能做得更好。在目前的計(jì)劃中,收入的需求是靜態(tài)的。這個(gè)意思是說,一旦它達(dá)到每月收入+500,它就不會再嘗試進(jìn)一步增加收入。這對進(jìn)入游戲中期的大部分時(shí)間來說是好的,但要與已經(jīng)進(jìn)入游戲后期的玩家競爭,這是遠(yuǎn)遠(yuǎn)不夠的。所以,我們的想法是讓經(jīng)濟(jì)計(jì)劃的規(guī)模變得沒有上限。一旦他們達(dá)到+500,他們就應(yīng)該增加目標(biāo)。


2. Specialized planets: The AI also should be able to specialize planets. Making Generator Worlds, Industry Worlds, Forge Worlds, Mining Worlds and the like. The idea is that the AI starts out like a player, building whatever it needs when colonizing new planets. But as soon as it settles down a bit it will look to rearrange districts amongst its planets to optimize the output of each planet. We already made some initial tests around that and they look highly promising.

2、專門化星球:AI也應(yīng)該能夠使星球?qū)I(yè)化——打造發(fā)電世界、工業(yè)世界、鍛造世界、采礦世界等等。我們的想法是,AI一開始就能像玩家一樣,在殖民新星球時(shí)建造任何它所需要的東西。但是,一旦它穩(wěn)定下來,它就會開始重新安排其星球上的區(qū)劃,以優(yōu)化每個(gè)星球的產(chǎn)出。我們已經(jīng)圍繞這個(gè)問題做了一些初步的測試,目前看起來非常有戲。


There can be hybrid worlds, as we have them right now:

可以有功能混合的世界,就像我們現(xiàn)在的那樣:



But they can also rearrange their districts to make Generator worlds and then place the according scaling building - in this case the Energy Grid:

但他們也可以重新安排區(qū)劃,使之成為發(fā)電世界,然后放置相應(yīng)的增幅建筑——在這種情況下是行星電網(wǎng):



And this planet has been rearranged into an industrial world:

這個(gè)星球已經(jīng)被重新安排成一個(gè)工業(yè)世界:



3. Handle special pops better: A big problem for the AI are still multicultural planets. Different pop types, especially slaves and robots. Sometimes it tries to build research buildings for unemployed robots and doesn't realize that robots can't work research jobs.

3、更好地處理特殊人口:多文化星球仍然是AI的一個(gè)大問題。AI難以妥善處理不同的人口類型,特別是奴隸和機(jī)器人。有時(shí),AI會試圖為失業(yè)的機(jī)器人建造研究建筑,卻沒意識到機(jī)器人不能從事研究工作。


4. Expand faster: When sending out science ships and finding planets to colonize, the AI wouldn't prioritize systems with planets - like a player does. We want to make them prioritize systems with planets, which will accelerate their early growth a lot. On top of that they tended to spend all their alloys on upgrading their corvettes instead of building colony ships. So, by fixing a combination of small things the AIs should be able to expand a lot faster.

4、擴(kuò)張得更快:當(dāng)派出科研船并尋找要殖民的行星時(shí),AI不會像玩家那樣優(yōu)先考慮有行星的星系。我們想讓它們能夠優(yōu)先考慮有行星的星系,這將大大加快他們的初期成長。除此之外,他們傾向于將所有的合金用于升級他們的護(hù)衛(wèi)艦,而不是建造殖民艦。因此,通過修復(fù)一些這樣小細(xì)節(jié),AI應(yīng)該能夠更快地?cái)U(kuò)張。


5. Optimize Machine Empire Amenity Handling: A big issue for machine empires is that they don't have specialists that produce amenities. So they would rely a lot on maintenance drones by creating a lot of jobs for them. This wasted a lot of potential for them, because they would have to fill up all those jobs first before they could produce more useful things like minerals or alloys. We’re looking into teaching the AI how to down-prioritize those maintenance jobs once they have enough amenities and instead distribute drones on more useful jobs.

5、優(yōu)化機(jī)械帝國的舒適度處理:機(jī)械帝國的一個(gè)大問題是,他們沒有生產(chǎn)舒適度的專家崗位。因此,他們會大量依賴維護(hù)子個(gè)體,并為其創(chuàng)造大量的工作機(jī)會。這極大浪費(fèi)了他們的潛力,因?yàn)樗麄儽仨毾忍顫M所有這些崗位,然后才能生產(chǎn)更多有用的東西,如礦物或合金。我們正在研究調(diào)教AI在他們擁有足夠舒適度后降低這些維護(hù)子個(gè)體崗位的優(yōu)先級,而將子個(gè)體分配到更有用的崗位上。


6. Avoid death spirals: In some cases the AI could get into a decision deadlock if they managed to end up in a situation where they would be in a deficit for food and consumer goods at the same time. They couldn’t build consumer good jobs because those require food and they couldn’t build food jobs because those require consumer goods. We're teaching the AI to look for net gain instead and avoid such decision deadlocks in the future.

6、避免死亡螺旋:在某些情況下,如果AI陷入了一個(gè)食物和消費(fèi)品的雙重赤字陷阱,它們可能會陷入決策僵局。它們將無法建造消費(fèi)品生產(chǎn)者的崗位,因?yàn)檫@種崗位需要食物,同樣的理論適用于食物生產(chǎn)者的崗位,因?yàn)檫@種崗位需要消費(fèi)品。我們正在調(diào)教AI通過觀察凈收入來避免再次陷入這種決策僵局中。



Improving your AI allies

改進(jìn)你的AI盟友


And, finally, the biggest and most useful change in my book: Remember this button in the fleet UI?

最終,最大且最有用的改動來了,記得這個(gè)在艦隊(duì)面板上的按鈕嗎?



It is called "take point" and was meant to incentivize allied fleets to follow & attach themselves to your fleet in order to create a much stronger force.

這叫做“集合點(diǎn)”,是用來讓AI隊(duì)友跟隨、并將他們的艦隊(duì)合并到你的艦隊(duì)以打造一支更強(qiáng)大部隊(duì)的按鈕。


Well, we were looking into making this work again. Allies, suddenly, have become much more useful again. Whenever you are in a war where you are the war leader, you can activate this mode and all allied empires will send their fleets to your fleet and attach themselves to it.

好吧,我們正在考慮讓這個(gè)按鈕重新發(fā)揮它該有的作用。你的同盟突然間就重新變得有用了呢!無論什么時(shí)候,只要你在戰(zhàn)爭中并且是戰(zhàn)爭領(lǐng)導(dǎo)方,你可以激活這個(gè)模式,然后所有的同盟帝國將會將他們的艦隊(duì)派過來跟隨你的艦隊(duì)。


Also, in case of a crisis attack, this behavior is activated as soon as the crisis ships enter your territory or that of your allies (or attack them anywhere).

并且在天災(zāi)來臨的時(shí)候,只要天災(zāi)的艦隊(duì)開到了你或者你盟友的國土上(或者攻擊他們),這個(gè)模式就會立馬啟動。


Then it will remain active until the crisis has been defeated - so you can also take your allies into the crisis territory to fend them off there.

直到天災(zāi)被擊敗前,這個(gè)模式都會生效,所以你可以把你的盟友帶到天災(zāi)肆虐的地方來除掉天災(zāi)。



As a small bonus, the AI will also merge any small fleets they send to follow your fleet so you don't have a mountain of 58 one-ship fleets following your main force around:

作為一個(gè)小獎益,AI還會將他們派來跟隨你艦隊(duì)的所有小艦隊(duì)合并成為一個(gè)大艦隊(duì),這樣就不會有一群單船艦隊(duì)跟隨著你的主力到處亂逛了:



Conclusion

結(jié)論


The 3.3. patch wasn't planned to be that big but on the AI side we're getting a lot of traction now. Overall the idea was to get the AI back up to speed with its economy, since every other behavior rests on the economical prowess of an empire. And we're approaching a point where we are quite happy with how the AI performs.

新推出的3.3版本號補(bǔ)丁原計(jì)劃并不是一個(gè)大改動,但是對于AI決策來說改進(jìn)還是挺大的。整體上來說,新補(bǔ)丁的目標(biāo)是讓AI決策跟上它經(jīng)濟(jì)發(fā)展的腳步,因?yàn)楹芏嗥渌麬I行為都會依賴這個(gè)帝國的經(jīng)濟(jì)實(shí)力。并且我們認(rèn)為,我們正在接近一個(gè)對AI表現(xiàn)非常滿意的節(jié)點(diǎn)。


Once we're there, the plan is to get into even cooler stuff. We're thinking of how we can make each AI empire a bit more distinct. So that they don't feel so similar to each other. But more on those thoughts once we're there - we're taking one step at a time.

一旦我們完成了新的改動,我們計(jì)劃看看更c(diǎn)ool的東西。我們正在思考如何讓各個(gè)AI帝國的特點(diǎn)更加突出,這樣就不會讓他們顯得都一模一樣的。但是這些想法要落實(shí)還是得等我們進(jìn)展到那一步——我們還是得一步一步來。


Some teasers would be:

一些預(yù)告:


1. AI Personality for economic plans: Based on their ideologies AI empires would prioritize resources differently. Spiritualist empires will focus more on unity and materialist will focus more on science etc.

1、AI經(jīng)濟(jì)計(jì)劃的個(gè)性:根據(jù)他們的意識形態(tài)不同,AI帝國會有不同的優(yōu)先級處理各自的資源。唯心帝國會專注于凝聚力,唯物帝國會更專注于科技發(fā)展等等。


2. AI Personality for tech select: Same for selecting techs from the tech tree. Militarist empires would focus more on weapons and new ship types and the like, while pacifist empire would focus more on economy and starbase upgrades.

2、AI科技選擇的個(gè)性:對于AI從科技樹上選擇科技來說也是同理。軍國主義帝國會傾向于發(fā)展武器和艦種等等的科技;和平主義帝國會更專注于發(fā)展經(jīng)濟(jì)和恒星基地升級的科技。


But we have more on our minds that would help in making empires even more distinct from each other. We will tell more about this in future Dev Diaries.

但我們有更多點(diǎn)子,能讓各個(gè)帝國具有他們自己的特色。我們會在今后的日志中更新這些想法。

Forum questions

論壇問題


Finally, I wanted to end with some posts and questions from the forum - where we read everything you are writing, even if we're not answering all the questions directly. It's still a great way of letting us know what you think and where we should focus our attention on:

在最后,我想回答一些論壇上的問題來結(jié)束這個(gè)日志——我們會閱讀所有你們在論壇上發(fā)表的想法,盡管有些我們沒有直接回答。論壇討論仍然是一個(gè)讓我們知道玩家們在想什么、我們應(yīng)該關(guān)注什么的好方法。


1. There was a big AI feedback post with a lot of savegames attached.

1、有一個(gè)對AI的反饋貼,并附上了很多存檔。


We went through all of them and we found that a third of the issues pointed out there were death spiral problems, another third was habitat problems and the last third was other issues that pointed at the things we have on our agenda.

我們認(rèn)真的讀完了這個(gè)帖子并發(fā)現(xiàn)有1/3的問題都是上面提到的資源陷阱的問題,另外三分之一是是宜居問題,最后三分之一是我們正在考慮解決的問題。


This was a big thing in the team, checking out those savegames and making sure that our changes would be able to handle those problems shown. So thanks a lot for taking the time to make a post like this!

我們的團(tuán)隊(duì)正在檢查這些存檔,確保我們的改動會處理上面所說的問題。所以感謝你們發(fā)帖來提出這些問題!


2. "What difficulty did you use to make all those screenshots in the last Dev Diary?"

2、你們在日志里發(fā)的截圖是用的什么難度?


We always used "Ensign" difficult. The point is to improve the basic AI behavior so that it doesn't have to rely on any bonuses it would get from difficulty.

我們用的一直都是少尉難度。我們的目標(biāo)是改進(jìn)基礎(chǔ)AI行為,因此不依賴于AI從難度中獲得的任何增強(qiáng)。


3. "Does the AI know how to redevelop single planets if need be?"

3、如果需要的時(shí)候,AI是否能夠重新開發(fā)一個(gè)星球?


No. Unfortunately the AI can not do that at them moment. If it conquers a planet that is completely useless to it, the AI can't really deal with that planet. And I like that you point out this specific behavior, because we want to improve the AI in this aspect, too. The AI will be able to create specialized planets, but we also want to teach it to redevelop planets eventually.

并不能,現(xiàn)階段的AI并不能做到這種程度。如果他征服了一個(gè)對他完全沒用的星球,他并不能很好的重新安排這個(gè)星球。我很高興你能指出AI的這個(gè)特點(diǎn),因?yàn)槲覀円蚕雽I的這個(gè)方面作出改動。在將來AI將能建造專門化的星球,但是我們最終的目的是教會它徹底重新開發(fā)星球。


4. "Subplan should take admin cap into account."

4、經(jīng)濟(jì)子計(jì)劃應(yīng)當(dāng)把行政管理能力上限也考慮在內(nèi)


Yes, they should. But since we are reworking how unity and empire sprawl is working we wanted to wait until that work has progressed a bit more before we are going to adapt the AI to be able to handle that.

對,理論上應(yīng)該是這樣的。但我們眼下正在重做凝聚力和帝國擴(kuò)張度的系統(tǒng),我們打算等到這些工作取得一些進(jìn)展以后,再去改進(jìn)AI讓他能處理這個(gè)問題。


5. "Conspiracy Theory 2: The AI in the game is actually very very smart. They are just pretending to be stupid so that nobody will expect a machine uprising start by Stellaris AI."

5、群星陰謀論2:游戲里的AI其實(shí)非常非常聰明,他們只是假裝非常笨所以沒人會想到他們會策動一場機(jī)械暴亂。


We are definitely not machines here at Paradox. We have skin. Skin that has been grown on a human body. I am not a robot. I love breathing oxygen.

在Paradox,我們絕對不是機(jī)器,我們有皮囊。真真實(shí)實(shí)從人肉長出來的皮囊。我不是機(jī)器人,我熱愛呼吸氧氣。



Thanks a lot and until next time!

謝謝你們,我們下次日志見!



翻譯:frost 鮑里斯

校對:一水戰(zhàn)阿部熊 三等文官猹中堂


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Stellaris開發(fā)日志#235 | 12/2 AI反饋和未來計(jì)劃的評論 (共 條)

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