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Stellaris開發(fā)日志#227 | 10/7 照看人工智障

2021-10-15 21:40 作者:牧有漢化  | 我要投稿

牧游社 牧有漢化翻譯


Stellaris Dev Diary #227 - Looking after the AI

Narkerns, Recruit


Hello and welcome to a new Dev Diary,

大家吼,歡迎來到新的開發(fā)日志,


My name is Guido and today I'm here in my role as a Principal Designer on Stellaris to talk about AI in a bit more detail.

我是Guido,今天我作為Stellaris的首席設計師來聊聊更多關于AI的細節(jié)。


You probably have heard about the Custodian Initiative by now which has been created to keep improving the game on a more regular basis and in order to be quicker when reacting to player feedback. A part of this initiative is also to put some more love and attention to the AI of the game going forward - an AI initiative inside the Custodians, basically.

你們現(xiàn)在可能已經聽說了守護者團隊,它是為了定期改進游戲和更快的對玩家反饋作出反應而建立的。這個計劃一方面也是為了對以后游戲的AI給予更多的愛和關注——基本上來說就是一個守護者團隊內部的AI相關計劃。


For this, we have set some goals for ourselves going forward:

對此,我們?yōu)樽约涸O定了幾個未來的目標:


1. Always work on AI-related topics, regardless of what else is going on
1、不管其他情況如何,始終致力于AI相關的主題

2. Move the AI towards being challenging to players in an entertaining way, rather than be optimized to min-max its way to victory
2、讓AI用更有趣的方式向玩家提出挑戰(zhàn),而不是(簡單)優(yōu)化為用極小化極大算法去計算勝利方法。

3. Move the AI towards being more distinctive, so that not all empires feel strong in the same way
3、將AI變得更加有特點,從而避免使所有帝國給人的強大的感覺都是一樣的。

4. Support future DLCs from the get-go
4、從一開始就支持未來的DLC

5. Constantly make small improvements to the AI
5、持續(xù)對AI做小改進

6. React quicker to player feedback
6、更快地對玩家反饋作出反應

7. Occasionally make a push for more significant improvements
7、偶爾推動更重要的改進


Speaking of which, for the upcoming patch in November, we have some significant updates in store.

說到改進,在商店11月即將發(fā)布的補丁中,我們有一些重要的更新。


Economic Script Update

經濟腳本更新


First of all, the biggest change you will notice is how we have changed the economic plans script. This script is the core of the economic behavior of our empires. It defines what resources they strive to get when building districts and buildings. How much population growth they should go for and how much research and unity they want.

首先,你們會發(fā)現(xiàn)最大的改變是我們修改了經濟計劃腳本。這個腳本是帝國們經濟行動的核心。它決定了帝國們是為了去努力獲得什么資源而區(qū)劃和建筑、它們應該追求多少人口增長,以及它們想要多少科研和凝聚力產出。


The functionality of the script hasn't changed much, but how we are using it has changed.

這個腳本的功能并沒有很多變化,但是我們改變了應用它的方式。


Previously the script was divided into early-, mid-and late-game. Depending on the phase of the game, empires would prioritize resources differently. For example, focus on research was lower in the early game than in the later stages of the game. However, this approach didn't take into account the various situations an empire can find itself in. Especially after a war or when a new empire breaks off an existing one. In those cases, even if the game phase was in the late game, for the respective empires it meant that they were in a much more 'early game' position.

之前這個腳本(里的經濟計劃)被分為早期、中期和晚期游戲(三個)。在不同的游戲階段,帝國會優(yōu)先獲取不同的資源。舉例來說,相比起后期游戲,科研產出在前期并不是關注重點。但是這樣的設計方式并沒有考慮到帝國可能面臨的各種不同的處境。特別是對于處在戰(zhàn)后的帝國或者一個分裂而出的新帝國來說。這種情況下,即使游戲已經進行到了后期,對于這些帝國來說意味著它們還處在一個更“早期”的階段。



Instead of having 3 different economic plans, we feature 1 base plan instead. In order to get more flexibility and to react to the empire's situation, we're relying much more on the 'subplans' inside that base plan.

相比于三個不同的經濟計劃,我們提供了一個基礎的計劃。為了去滿足更大的靈活性以及對帝國當前情況作出反應,我們更多地依賴于基礎計劃之下的“子計劃”。


Improved economic subplans

改進的經濟子計劃


Subplans can be turned on or off, depending on the situation the empire finds itself in. Our main rationale was to ensure that an empire would be economically stable before it spends resources on 'bonus' things like research, population growth, defensive modules on starbases, and unity buildings.

根據(jù)帝國自己的情況,子計劃可以被打開或關閉。我們是為了讓一個帝國在將資源花在研究、人口增長、行星基地的防御模塊、凝聚力建筑等“錦上添花”的部分之前,先保證它的經濟穩(wěn)定。


Previously those things were prioritized too early and without enough respect to the basic income of energy and minerals, leading to empires that produced alloys, but had big deficits in energy and mineral production. And this deficit would be the start of an economic death spiral, where the resource debuffs would further reduce production and everything just escalated to the point where an empire was bankrupt on all resources. This became especially problematic after the economic system has been rebalanced to focus resource production more on the districts, rather than the buildings of a planet.

在之前的版本里,帝國們會過早地注重這些“錦上添花”的部分,而不會充分考慮能量和礦物的基礎收入。這導致雖然帝國們在制造合金,但是(它們在)能量和礦物生產方面卻存在巨大的赤字。而這一赤字將是經濟死亡漩渦的開始,資源減益將進一步降低產量,一切都會演變?yōu)樽尩蹏谒匈Y源上都破產。當經濟系統(tǒng)再平衡為更注重區(qū)劃的資源產出而不是行星建筑的資源產出后,這個問題變得尤其嚴重。


Here's an example of what the economic situation generally looked for empires in a game that went on for around 80 years:

這里有一個例子,是游戲開始80年后帝國們的大致經濟情況:



These are screenshots from Stellaris version 3.0.3

這些截圖來自Stellaris 3.0.3版本號。


Our updated economic script prioritizes basic income first and takes the new economic rebalance into account. Energy and minerals are most important.

我們更新后的經濟腳本首先會優(yōu)先考慮基本收入,并考慮到新的經濟再平衡。能量和礦物的產出是最重要的。


The difference between the 'income' and 'focus' block is that if the monthly income is below what is defined in the 'focus' block - districts and buildings which produce those resources get an extra bonus in weight, when deciding what to build.

“收入”和“焦點”代碼塊之間的區(qū)別是,如果(能源和礦物的)月收入低于“焦點”部分中的設定值,那么在選擇將要建造的東西時候,產出這些資源的區(qū)劃和建筑會獲得額外的權重。



Then the first subplan kicks in. If a country uses food (therefore, Machine empires will have this subplan turned off) it will prioritize food production.

然后第一個子計劃會開始。如果一個國家消耗糧(因此,機械帝國將不會執(zhí)行這個子計劃),那么它會優(yōu)先生產糧食。



The next subplan will check conditions for focusing on consumer goods. Again, checking if the empire actually uses them or not - and then only focus on producing them if the empire has at least a monthly income of minerals of 30. Based on the fact that in order to create consumer goods you require minerals.

下一個子計劃將會考慮是否關注消費品生產。再一次地,先檢查帝國是否消耗消費品——且只有在每回合至少收入30礦物的情況下,帝國會開始生產它們。這是因為生產消費品需要礦物。



Further down we activate the plans for prioritizing research and all the higher-level resources

再之后我們會啟動優(yōu)先科研和其他更高階的資源的計劃。



Resulting behavior improvements

由此產生的行為改進


So, the script can check for various situations in AI empires - from the fact if they are a Gestalt Empire, using food to monthly income of specific resources. This gives the AI a lot more flexibility in managing its economy.

因此,這個腳本可以檢查AI帝國的不同狀態(tài)——從是否是格式塔帝國、是否消耗食物,到特定資源的月收入。這使AI可以更靈活地管理它的經濟。


As an example, here we have a 100-year old Galaxy with 13 AIs and every empire is able to manage its economy in a decent enough way. Notice the resource tab at the top - almost all empires have positive income in all resources; the ones with a negative income only have a small deficit:

舉個例子,這里我們有一個發(fā)展了100年的擁有13個AI帝國的銀河系;而所有帝國都能夠像樣地管理它們的經濟。注意看頂上的資源條——幾乎所有帝國在所有資源上的收入都是正的;而其中那些負的收入也只帶來了很小的赤字:



Apart from this, there were some small, but significant code changes that helped the AI in running the show.

除此之外,還有一些很小但很重要的代碼更改,可以讓AI有更好的表現(xiàn)。


Conclusion

總結


The code for the AI has been optimized heavily in the past in order to improve performance a lot. However, this has led to some unforeseen and unintended behaviors which have now been corrected. Some of the districts and buildings weren't considered at all and city districts were weighted way too high. The AI is also now able to build temples and holo theaters, for example.

為了提升AI的表現(xiàn),我們之前優(yōu)化了大量相關的代碼。但是這也導致了一些無法預料和計劃之外的AI行為;不過我們已經把它們更正了。舉個栗子,在之前的版本中,一部分區(qū)劃和建筑從來都不會被建造,而城市區(qū)劃的權重又相當之高,但現(xiàn)在版本的AI也會主動建造寺廟和全息影像劇場。


Finally, the AI has also been given a bit of support in how it will set up its starbases, especially in conjunction with the hydroponics starbase building, which can play a larger role in how you provide food for your empire. The AIs can now use more varied setups when building their starbases, making use of Curator Think Tanks, Nebula Refineries, and other special buildings where it makes sense.

最后,我們也在AI決定如何建設恒星基地時為其提供了一點幫助,特別是與水培倉相結合,使其可以在為帝國提供食物時發(fā)揮更大的作用。AI現(xiàn)在可以在建設它們的恒星基地使用更多樣化的設置,比如建造策展人智庫、星云精煉廠和其他有幫助的特殊建筑。


And all of this was built on the foundation of the last major rework of the economic AI, so kudos to @sidestep for making this evolutionary step possible.

而所有這些都是基于上一次對經濟AI的重大改動,感謝@sidestep讓這一進化步驟成為可能。


With your help, we’re looking forward to giving the AI the attention it deserves and making it even better in the future.

借助你的幫助,我們期望給予AI它應得的關注,并讓它在未來變得更好。


Cheers,

干杯,


Guido

Guido敬上。



翻譯:qqqqyyy

校對:一水戰(zhàn)阿部熊 三等文官猹中堂


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