最美情侣中文字幕电影,在线麻豆精品传媒,在线网站高清黄,久久黄色视频

歡迎光臨散文網(wǎng) 會員登陸 & 注冊

EU4開發(fā)日志 | 7/19 AI改進

2022-08-23 03:21 作者:牧有漢化  | 我要投稿

牧游社 牧有漢化翻譯


Europa Universalis IV - Development Diary 19th of July 2022

Gnivom, Revived AI programmer


Welcome to this week's Dev Diary! Today I'm back to talk about some of the changes we've made to the AI for 1.34.

歡迎來到本周的開發(fā)日志!今天我回來講一講我們在1.34版本號中針對AI做出的一些改動。


National Ambitions

國家野心


For a long time, there has been code and script for the AI to be aware of the conditions of its missions and decisions and try to achieve some of them. But because of various issues this has not had a significant impact.

長時間以來,AI都會在代碼和文本的影響下關(guān)注自己的任務與決議的先決條件,并且會努力完成一部分。不過因為種種原因,這些因素的影響并不大。


For 1.34, we've made sure the AI takes many of these conditions into account, especially those related to conquests. We also made the AI pursue cultural unification, depending on government rank. These changes will work together with the AI's more organic desires to shape its ambition and strategy. The result is an effect which is just noticeable in terms of AI behavior, but compounds over time to create AI empires - sometimes historically reminiscent - that provide a real challenge to players who continue into the late game.

在1.34版本號中,我們確保AI會聚焦于任務與決議條件,尤其是和征服相關(guān)的條件。我們也讓AI會根據(jù)政府等級的影響,來追求文化組的統(tǒng)一。這些改動與更加有條理的AI野心和戰(zhàn)略調(diào)整是協(xié)調(diào)一致的。改動在AI的行為上起到了立竿見影的變化,不過兩者的共同作用隨著時間拉長也影響了AI帝國的發(fā)展:有時他們會讓人聯(lián)想起歷史上的版圖。這種長期影響會對玩到游戲后期的玩家?guī)砬袑嵉奶魬?zhàn)。


We were a little worried that this might cause games to all look the same, but our hands-off overnight games look arguably even more varied than before.

我們擔心過這種改動會讓游戲變得千篇一律,但是我們掛機一晚上的游戲結(jié)果看著甚至比過去的還要多樣化。


Here are a bunch of recent hands-off 1821 maps, only slightly cherry-picked:

這里是一些最近掛機到1821年的游戲地圖,我們只挑選了其中一點:



It makes us happy and proud to see the AI form historical countries such as Germany, Italy and Qing.

我們很高興也很自豪地看到了AI成立了歷史上的國家,比如說德意志、意大利和大清。


Typically, these AIs balance off each other nicely. If your plan as a player is to "Kill Ottomans early, then chill", you may find that you've just aided some other AI in taking their place as your end-game boss. Admittedly though, a downside of this more opportunistic AI is less clean borders.

值得注意的是,這些AI很好地制衡了彼此。如果你作為玩家的計劃是“早閹了土雞早完事”,那你會發(fā)現(xiàn)你幫了一些別的AI接替了奧斯曼成為了后期大敵。不過我們必須要承認,現(xiàn)在更會投機取巧的AI邊界更難看了(丑陋的版圖-1000)。


Peace Negotiation

和談機制


What started out as an investigation into why AIs often left OPMs alive in peace deals, turned into a slightly bigger project.

當我們開始調(diào)查為什么AI經(jīng)常在和談中放過一地小國時,我們慢慢開始發(fā)展出了一個更大的項目。


When the AI is winning a war, and making demands, it has a bunch of preferences that it tries to balance against each other for an optimal peace deal. This is unlike when it is losing, where it will only care about objective measures such as war score cost. However, when the AI is winning, but receives an offer, it has previously relied on very coarse-grained expressions for whether the offer matches its preferences:

當AI打贏戰(zhàn)爭并提出要求時,會有一系列試圖制衡彼此來得到和談最優(yōu)解的優(yōu)先偏好。當AI要輸?shù)臅r候就不太會這樣了,這時AI只關(guān)注諸如戰(zhàn)爭分數(shù)花費這樣的客觀標準。然而,當AI要贏的時候收到敵方的提案,就會通過之前依賴的粗糙表述來判斷要求是否符合其優(yōu)先偏好:


“Does not want parts of the offer”
“不想要提案中的內(nèi)容”

“Requires X to be part of the offer”
“要求X成為提案的一部分”

“Wants other concessions than gold”
“要求金錢之外的賠償”


This has given clever players a little too much room to outsmart the AI.

這讓聰明的玩家有了更多戲弄AI的空間。


In 1.34, the second expression in particular has been reworked, to allow the AI to express its preferences in more detail. Let's take a look at an example:

在1.34版本號中,第二條表述被重做了,從而讓AI可以更詳盡地表達其偏好。我們看一看下圖的例子:


拿騷希望“釋放日內(nèi)瓦”而非“釋放坎達爾”作為提案的一部分:-1000


Here, I was trying to get out of a bad situation by giving away my ally's land, but Nassau wouldn't have it. It's not that they don't want Candar to be released - note the green thumb - it's that they'd much rather have me release some of my own land. Unlike the old "Requires X to be part of the offer", this new condition can not be circumvented by completely filling the peace deal with less important treaties.

在這里,我試圖通過賣掉盟友的領(lǐng)地來擺脫險境,但是拿騷不買賬。這不代表他們不想看到釋放坎達爾——注意一下綠色大拇指——而是他們更希望看到我釋放一些我自己的土地。不同于先前的“要求X成為提案的一部分”,這里的新條件不能靠通過不太重要的內(nèi)容填滿條約來規(guī)避掉。


As a consequence of this, we’ve also been able to loosen up the "Does not want" condition by making the thumbs green in more cases.

作為結(jié)果,我們通過在更多情況下使用綠色大拇指的標志,放寬了“不想要”的條件。


One more subtle but important change is that when an AI warleader considers a separate peace with individual enemies, it will be more lenient. This helps expanding AIs take more stuff, while also reducing the risk and cost of war, compared to just waiting for the enemy warleader to sign a deal. It will also make it more risky for players to start a war where they rely too heavily on their allies.

另一個細微但重要的改變是,AI的戰(zhàn)爭領(lǐng)導方在向單一敵人提出和談時會更寬容。相比于等待敵方戰(zhàn)爭領(lǐng)導方簽訂和約,這會讓AI更好地擴張,而且也減少了戰(zhàn)爭的風險與開銷。這對于試圖發(fā)動過分依賴盟友的戰(zhàn)爭的玩家更加危險了。


As a related side note, we've fixed a crash related to the PRESS_THEM_FURTHER moddable define. If enabled, it makes your war allies who have been promised land get mad at not getting enough land, even if the war leader doesn't take anything for itself.

另外提一點,我們修復了PRESS_THEM_FURTHER可修改變量導致的閃退。如果這個變量啟用了,就算是戰(zhàn)爭領(lǐng)導方自己沒有獲得土地,你許諾過土地的戰(zhàn)時盟友也會因為沒得到土地而非常惱火。


Independence Wars

獨立戰(zhàn)爭



Given that we're doing a Scandinavia-themed update, it seemed appropriate to do something about subjects' willingness to declare independence. We haven't changed a lot, but subjects will overall be a bit bolder when it comes to declaring independence. In particular they may now do it while at war, if at 100% Liberty Desire, so no more constant wars to pacify your subjects. There's not much more to say about it, but we can for example see independent Sweden a bit more often, as well as a collapsing Timurids and occasionally breakaway nations in the Americas.

因為我們在制作斯堪的納維亞主題的更新內(nèi)容,做一些關(guān)于附庸宣布獨立的意愿度的改動還是比較合適的。我們并沒有改動很多內(nèi)容,但是附庸總的來說會在宣布獨立的時候更大膽。具體來說,他們?nèi)绻_到了100%獨立傾向,會在戰(zhàn)爭時期宣布獨立,所以不再能通過持續(xù)不斷的戰(zhàn)爭來安定屬國。這沒什么好說的,但是我們可以更容易地看到像瑞典獨立這樣的例子了,還有帖木兒的崩潰與偶爾獨立的美洲殖民地國家。


War Evaluation

戰(zhàn)爭評估


防御戰(zhàn)爭:+30

馬穆魯克外交聲望:+4
對敵方的態(tài)度:-20
厭戰(zhàn)度:-11
突尼斯欠債202杜卡特:-6


When the AI considers starting a new war, it will look at basically the same information as the player can see in this window to figure out who will join on either side. Unfortunately, this has had a couple of bugs, related to the "Attitude towards enemies" and "Distant war" reasons potentially changing as the war starts and additional countries join. This has made both players and AIs declare suicidal wars.

當AI考慮發(fā)動新的戰(zhàn)爭時,會和玩家一樣在窗口上看到兩邊都會有誰加入的信息。然而,這里面有一些與“對敵方的態(tài)度”和“遙遠的戰(zhàn)爭”相關(guān)的bug,因為這些因素在戰(zhàn)爭爆發(fā)與他國參戰(zhàn)后可能會發(fā)生變化。這會讓玩家和AI都會發(fā)動自殺性戰(zhàn)爭。


These inconsistencies have now been fixed, where we could find them. But the problem remains when predicting acceptance for recursively called allies (such as allies of the Holy Roman Emperor when attacking a member state). Because of this, already in 1.33, the player interface doesn't try to tell you whether those countries will join or not. But the AI still tried to "look at the checkmark". In 1.34, the AI will simply assume that recursively called countries would all join. This will fix the "Burgundy suicides into Liege" bug.

我們找到并修復了這個前后不一致的問題,但是問題還出現(xiàn)在了判斷開戰(zhàn)后召喚盟友時的接受程度的情況(比如說進攻一個神羅成員國的時候,其盟友是皇帝)。因此早在1.33版本號中,玩家結(jié)盟就不會試圖告訴玩家哪些國家會來或者不會來了,然而AI還是會去“找標記”。在1.34版本號中,AI會默認所有接到召喚請求的國家都參戰(zhàn)(然后進行評估)。這會修復“勃艮第一頭撞死在列日”的bug。


Passive Subjects

消極屬國


Players with Rights of Man are able to set their subjects' military focus to "Passive" and "Defensive", but these focuses have been a bit wonky for some time. We fixed a number of bugs with these for 1.34, and there is one I would especially like to share.

擁有“人權(quán)”擴展包的玩家可以設定附庸的戰(zhàn)略方針為“消極”(在本土作戰(zhàn)和避免作戰(zhàn))和“防御”(在友方領(lǐng)土防守),但是這些方針在一段時間以來已經(jīng)不怎么好用了。我們在1.34版本號中修復了這方面的一些bug,其中一個值得我特地拿出來分享一下。


In very simplified terms, this is how Passive was originally coded:

簡單來說,這是消極方針一開始編程的內(nèi)容:


Code:
代碼:

Objective #1: Avoid foreign territory.
目標1:避開敵方領(lǐng)土。

Objective #2: Avoid enemy armies on home territory.
目標2:避開本土的敵軍。

Objective #3: Avoid attrition (with a big margin if possible).
目標3:避免損耗(如果部隊數(shù)量很多)。


But then single-province subjects with big armies would stay and take attrition (especially if another country is also standing there), as well as when enemy armies are approaching. So the objectives were reordered:

但是這樣一來,只有一個省份但是軍隊很多的附庸會原地不動、承受損耗(尤其是其他國家的部隊也在這里站著),當敵人接近的時候也是如此。所以目標被重新排序為:


Code:
代碼:

Objective #1: Avoid enemy armies on home territory.
目標1:避開本土的敵軍。

Objective #2: Avoid attrition (with a big margin if possible).
目標2:避免損耗(如果部隊數(shù)量很多)。

Objective #3: Avoid foreign territory.
目標3:避開敵方領(lǐng)土。


And it turns out the AI knows you can't take attrition while fighting a battle… So "passive" subjects would sometimes actively seek out enemy armies on foreign territory in order to avoid attrition!

結(jié)果表明AI目標自己在交戰(zhàn)時不會受到損耗,所以“消極”的附庸有時反而會積極在敵境尋找敵軍作戰(zhàn)來避免損耗!


Other

其他


There have been a number of improvements to for example army and navy handling. This Dev Diary is already long enough, but the biggest bug worth mentioning is when the AI would just lock its armies in place near the coast, while its navy was too afraid (often irrationally) to come and pick them up. This easily caused e.g. Denmark/England/Spain not making themselves useful in wars.

我們在陸海軍的操縱等方面作出了很多改進。雖然本篇開發(fā)日志已經(jīng)很長了,但我們還是要提一下這個最大最惡的bug,那就是AI會把軍隊停在海岸邊不動等待上船,而海軍又(通常毫無道理地)不敢靠近海岸來運輸。這使得丹麥、英格蘭以及西班牙等國家很容易在戰(zhàn)爭中毫無作為。


Historically, many AI bugs have been caused late in the development cycle of a patch, perhaps because they often need time to be found. Right now, we're quite happy with the state of the AI in our internal builds so we will try not to repeat that mistake by stirring things up before 1.34 releases.

此前很多AI方面的bug都是在開發(fā)一個補丁的后期才出現(xiàn)的,這可能是由于需要一定的時間才能夠發(fā)現(xiàn)?,F(xiàn)在我們對于內(nèi)部測試中AI的表現(xiàn)非常滿意,因此我們也會盡量避免重復之前的錯誤,在1.34版本號發(fā)布前不會再亂搞。


Patch Notes

補丁附記


Here are roughly the AI-related patch notes so far. This is still WIP and a more final and curated list will be released in connection with the update as usual.

下面列出的是目前與AI相關(guān)的修改。目前補丁仍在制作中,更加全面的最終列表仍將與更新共同發(fā)布。


Buildings
建筑

- AI will now properly calculate when to construct Docks based on a multitude of factors such as sailor percentage, idea group choices, capital position and more.
- 現(xiàn)在AI能夠以水手比例、理念組選擇以及首都位置等因素為基礎計算選擇何時建造船塢。

- Fixed that AI sometimes deleted all forts right after a bad war.
- 修正了AI有時在戰(zhàn)后會因經(jīng)濟問題拆除全部要塞的bug。

- Fixed another case of AI deleting forts unnecessarily.
- 修正了另一個AI抽風拆除要塞的問題。

- Fixed bug that 'Conqueror' ruler personality made AI delete all/most forts.
- 修正了“征服者”統(tǒng)治者特質(zhì)會導致AI拆除全部或大部分要塞的bug。

- AI less keen to build fort in capital (though still preferred). This will somewhat reduce the fort slog in Central Europe.
- 降低了AI在首都建造要塞的權(quán)重(雖然仍然優(yōu)先)。這將或多或少地降低中歐地區(qū)的要塞強度。

Budgeting
財政

- Changed AI budgeting algorithm to be more flexible. Fixes e.g. small CNs sometimes not colonizing when they should.
- 修改了AI的財政算法使其更加靈活。修正了如小型殖民領(lǐng)有時在應該殖民時卻不進行殖民等問題。

Geopolitics - Declare wars
地緣政治——宣戰(zhàn)

- Fixed some cases of AI declaring war over provinces it can't/won't take.
- 修正了一些情況下AI以無法或不會奪取的省份作為借口宣戰(zhàn)的問題。

- Made AI less likely to declare war on island nations it lacks the transports to invade.
- 現(xiàn)在AI在缺少運輸船時更不傾向于向島國宣戰(zhàn)。

- Fixed bug that revolutionary AI could declare war on coalition target with any cb, thinking coalition members would join.
- 修正了AI革命后認為包圍網(wǎng)成員將會參戰(zhàn)因而可能以任何理由向包圍網(wǎng)目標宣戰(zhàn)的bug。

- AI is no longer blocked from declaring independence when at war.
- 現(xiàn)在AI能夠在戰(zhàn)爭中宣布獨立。

- Fixed bug that sometimes made aggressor AI erroneously think HRE allies would refuse to join when attacking HRE minors.
- 修正了作為進攻方的AI有時會錯誤認為在進攻神羅小國時帝國內(nèi)盟友不會參戰(zhàn)的bug。

Geopolitics - Missions and Decisions
地緣政治——任務與決議

- Added AI weights to mission trees which make them now more considerate which mission they want to strive for and how much (for context related reasons).
- 增加了AI在任務方面的權(quán)重,使得現(xiàn)在AI更慎重決定優(yōu)先完成的任務及其優(yōu)先度(原因與背景條件有關(guān))。

- AI now understands and tries to achieve army_size and army_size_percent triggers in missions.
- 現(xiàn)在AI能夠理解并完成任務中的army_size(陸軍規(guī)模)和army_size_percent(陸軍規(guī)模比例)要求。

Geopolitics - Other
地緣政治——其他

- Fixed bug that AI couldn't get hostile towards, and hence rarely attacked, others’ vassals and some other subjects.
- 修正了AI不會對其他國家的附庸和一部分其他形式的附屬國產(chǎn)生敵意態(tài)度,因而很少攻擊他們的bug。

- AI is now better at evaluating when to annex/integrate a subject.
- 現(xiàn)在AI能更好地評估何時吞并附屬國。

- Fixed bug that catholic AI colonial nations avoided expanding into overlord's Tordesilla regions.
- 修正了天主教AI殖民國避免在宗主國被托爾德西利亞斯條約認可的區(qū)域進行殖民的bug。

- Reduced AI avoidance of having interest in provinces that are vital to allies.
- 降低了AI避免將盟友的重大利益省份視為利益攸關(guān)的傾向。

- AI Duchies are now permanently interested in provinces of their culture, Kingdoms their entire culture group, and Empires also all provinces on their border.
- 現(xiàn)在AI公國會永遠將同文化省份視為利益攸關(guān),王國將整個文化組視為利益攸關(guān),帝國將所有接壤省份視為利益攸關(guān)。

Peacemaking
和平條件

- Fixed some issues with AI peace acceptance 'wants other concessions than gold' and 'does not want anything else', causing AI to often leave OPMs in peaces.
- 修正了AI在和平條件中“比起金錢,更希望其他讓步”以及“不想索要更多”,導致一地小國在戰(zhàn)后仍然存活的問題。

- Fixed bug sometimes preventing AI from taking the last enemy province.
- 修正了有時AI無法索取敵人最后一個省份的bug。

- AI warleaders are now more happy to make separate peaces with non-cobelligerents.
- 現(xiàn)在AI戰(zhàn)爭盟主更愿意與非聯(lián)合參戰(zhàn)的敵人單獨議和。

- AI will unconditionally surrender in more cases.
- 現(xiàn)在AI將在更多情況下無條件投降。

Army
陸軍

- Fixed one bug that made AI send armies far away instead of defending home.
- 修正了一個AI將軍隊派往遠方而不防守本土的bug。

- Made AI more likely to reinforce adjacent battles.
- 現(xiàn)在AI更愿意支援臨近的戰(zhàn)斗。

- Improved AI attrition handling. Should get both less attrition and less confused behavior.
- 提高了AI對于損耗的控制能力。這應該能夠減少AI的損耗以及迷惑行為。

- Fixed bug that AI helped allies with rebels even when at peace.
- 修正了AI在和平時仍幫助盟友剿匪的bug。

- AI overlord now treat subjects' rebels like their own in more cases.
- 現(xiàn)在AI領(lǐng)主在更多情況下會將附屬國的叛軍也視為自己的叛軍。

- Fixed bug that made AI ignore flanking when evaluating battle.
- 修正了AI在評估戰(zhàn)斗時忽略側(cè)翼攻擊的bug。

- Fixed multiple cases of AI subjects being stupid when set to Passive or Defensive.
- 修正了AI附屬國方針為消極或防御時會犯蠢的多種情況。

- Increased preferred size of AI armies, especially late game.
- 增加了AI傾向于維持的軍隊規(guī)模,尤其是游戲后期。

- Increased AI desire to disrupt sieges, especially with high progress.
- 提高了AI打斷敵方圍城的欲望,尤其當圍攻進度較高時。

- Improved AI logic for when to abandon sieges.
- 提高了AI對于何時放棄圍城的邏輯能力。

- Made AI armies prioritize coordinated offensives more.
- 現(xiàn)在AI會更優(yōu)先開展協(xié)同進攻。

- Made army AI try to stay close to enemy armies when it has nothing else to do.
- 現(xiàn)在AI軍隊在無事可做時會盯防敵軍。

- AI somewhat more likely to defend homeland.
- 現(xiàn)在AI略微更傾向于防守本土。

- Improved AI for consolidation before battle.
- 提升了AI在戰(zhàn)斗前合并軍隊的智能水平。

- Fixed instance of AI armies going back and forth when sieging.
- 修正了AI在圍城時反復橫跳的問題。

- AI vassals no longer delete exiled armies if they can get home.
- 現(xiàn)在AI附庸不會將無法返回本土的放逐狀態(tài)軍隊解散。

- Fixed issues with autonomous sieging and rebel suppression missions.
- 修正了自主圍城和主動鎮(zhèn)壓叛亂任務的問題。

- Fixed case of AI armies canceling movement every other day
- 修正了AI軍隊每過一天都取消行動的問題。

Navy
海軍

- Fixed some issues with AI naval invasions.
- 修正了AI海軍入侵的一些問題。

- Made AI better at understanding when a naval invasion risks being intercepted.
- 現(xiàn)在AI更能意識到海軍入侵被攔截的風險。

- Fixed bug that made AI often unassign general when naval invading.
- 修正了AI經(jīng)常在海軍入侵中解職將領(lǐng)的bug。

- Fixed yet another case of AI naval invasion stalling forever.
- 修正了另一個AI不斷停止海軍入侵的問題。

- Made AI fleets consider troops further away when protecting straits.
- 現(xiàn)在AI艦隊在保護海峽時會考慮到更遠處的陸軍。

Trade Company
貿(mào)易公司

- Fixed bug that AI sometimes wouldn't ever core Trade Company provinces.
- 修正了AI有時不在貿(mào)易公司省份造核的bug。

- AI will no longer accidentally remove trade companies by creating states.
- 現(xiàn)在AI不再因直轄而意外移除貿(mào)易公司。

Cheats
作弊

- Fixed bug that AI could add provinces to HRE when emperor, even if not a member.
- 修正了AI在當選神羅皇帝卻并非成員的情況下能夠向神羅添加省份的bug。

- Fixed bug that AI could use Break Alliance for Favors diplomatic action with Leviathan disabled.
- 修正了AI在不啟用利維坦時仍能使用人情外交行動中的斷絕盟約的bug。


That's it for today. I hope you found this Dev Diary interesting!

以上就是今天的內(nèi)容了。希望大家能夠喜歡!


Next week my colleague @Pavía will be showing all the new Monuments that will be added in the 1.34 Update, along with some game balance and changes we want to share and discuss with the community, coming also for free in the update.

下周我的同事@Pavía將向大家展示1.34版本號加入的新奇觀,以及一些游戲平衡性的調(diào)整和其他改動,這些都包含在免費更新中。



翻譯:Strategemata 李勛回來了

校對:113322qwe1 三等文官猹中堂


歡迎關(guān)注UP主和主播小牧Phenix!

歡迎關(guān)注牧游社微信公眾號和知乎專欄!微信公眾號改版為信息流,歡迎【置頂訂閱】不迷路,即時獲得推送消息!

B站在關(guān)注分組中設置為【特別關(guān)注】,將會在私信內(nèi)及時收到視頻和專欄投稿的推送!

歡迎加入牧有漢化,致力于為玩家社群提供優(yōu)質(zhì)內(nèi)容!組員急切募集中!測試群組822400145!? ?

本作品英文原文著作權(quán)屬Paradox interactive AB所有,中文譯文著作權(quán)屬牧有漢化所有。?


EU4開發(fā)日志 | 7/19 AI改進的評論 (共 條)

分享到微博請遵守國家法律
皮山县| 伊通| 嘉黎县| 灵丘县| 临湘市| 大厂| 宁化县| 万宁市| 大庆市| 惠安县| 桂林市| 安福县| 南岸区| 元阳县| 马公市| 嵊泗县| 会同县| 南开区| 锡林郭勒盟| 宾阳县| 宜章县| 合作市| 蚌埠市| 赤峰市| 博野县| 栾城县| 四会市| 江源县| 南丰县| 遵义县| 曲沃县| 合肥市| 汉源县| 博湖县| 平湖市| 旅游| 石台县| 泸溪县| 徐水县| 沁源县| 瓦房店市|