Stellaris開發(fā)日志#239 | 1/27 人工智能·改二

牧游社 牧有漢化翻譯
Stellaris Dev Diary #239 - AI++
Narkerns, Not a robot
Hello and welcome back to another update on the Stellaris AI. This is Guido again. Today I'm here with my fellow human Offe who also enjoys doing organic things. Like generating energy through processing photosynthesised light in the form of matter via ingestion. I like bacon and ice cream. Everybody likes bacon and ice cream. So Offe, please, take it from here.
大家好!歡迎回到另一篇關(guān)于Stellaris AI的更新。又是Guido我!今天我和我的人類同胞Offe一起。Offe也喜歡做有機的事情,例如通過攝取經(jīng)過光合作用處理的光的物質(zhì)形態(tài)來產(chǎn)生能量。我喜歡培根和冰淇凌。所有人都喜歡培根和冰淇凌。所以,Offe,接下來就交給你了。
Hello, it is me, Offe!
大家好!我是Offe!
I'm a 28 cycles old Human manufactured and operated up here in the north. I've worked here at the Arctic office for two years and recently joined the Custodian team as a junior programmer. Guido and I have previously worked on other projects together and he has taught me a lot about game development, but most importantly I learned some tips on how to improve my diplomatic interaction protocols. Where I would often use phrases like "it's an absolute disaster", he would instead prefer "This is pretty good, but it can be even better!". This may prove to be important later on.
我是一個28周期的人類,生產(chǎn)和運行于本地北方。我已經(jīng)在北極工作室工作了兩年了,最近作為初級程序員加入了守護者團隊。Guido和我之前一起從事過其他的項目,他教了我很多關(guān)于游戲開發(fā)的東西,但我學(xué)到的最重要的是一些關(guān)于如何改進我的外交辭令的技巧。在我經(jīng)常使用“這絕對是一場災(zāi)難”之類的短語的地方,他更喜歡使用“這很棒,但它可以更好!”。這可能在以后被證明很重要。
I would like to say Thank You to all the people out there who took time playing on the open beta and provided us with feedback and bug reports. If you ever find the AI in a situation where it is doing something strange, please bug report and most importantly attach save games, it helps tremendously! For example, two separate issues were found and addressed with the new job changes.
我想對所有花時間玩我們開放測試版本并為我們提供反饋和bug報告的玩家說聲感謝!如果你發(fā)現(xiàn)AI在做一些奇怪的事情,請報告bug,并且最重要的是附上游戲存檔,這將非常有幫助!舉個例子,我們找到并處理了新的崗位改動帶來的兩個不同的問題。
And lastly, this dev diary will contain older changes and screenshots that were made long before the beta, but also new changes which were not part of the beta, meaning that you still have some new changes waiting for you in the 3.3 release.
最后,本篇開發(fā)日志會包含早于開放測試版本舊改動和截圖,但同時也有開放測試版本中沒有的新的改動,這意味著在3.3版本號中仍有一些新的改動在等著你。
Changes to pop job system
人口崗位系統(tǒng)的改動
I will start with this change since it will also directly affect players and not only AI!
我將從這個改動開始講起,因為它不止影響了AI,同時也直接影響了玩家們。
How it used to work:
它之前是怎么工作的:
Each time something important would happen on a planet, such as a pop is grown, a district/building gets constructed or an upgrade finishes, every single pop would update their desire (also known as weight) to work each job. Then all pops would be unassigned of their jobs, and all of them would be put back on a (potentially) new job.
每當一個行星上發(fā)生重要的事情的時候,比如人口增長、一個區(qū)劃或建筑建成、升級完成時,每一單個的人口都會更新他們對每個崗位的渴望程度(或者叫權(quán)重)。因而所有人口都會被取消工作并重新安排到(可能的)新崗位上。
Now there are some pros and cons with this approach. The good thing is that we are not doing any calculations when we don’t have to, since if nothing changes then we don’t update any of the jobs. However, the downside is that if you have scripted conditional job weights, for example, based on how many amenities there are on a planet, it will cause mass migrations of pops between jobs when the system eventually does update because all pops move at the same time.
現(xiàn)在來看,這種方法有一些優(yōu)點和缺點。好的一方面是,當我們不需要進行運算的時候,我們就不會去進行運算,比如如果沒有事情發(fā)生變化,那么我們就不會更新任何崗位。但壞的一方面是,如果你編寫了根據(jù)條件(比如行星的宜居度)改變崗位權(quán)重的腳本,當系統(tǒng)最后更新的時候,這將導(dǎo)致崗位之間大量的人口流動,因為所有人口都會在同一時間移動。
In the current 3.2 system the most obvious problem is for hive mind empires where pops will mass move to the maintenance drone job when the planet amenity level is low, and then during the next update, all of them will leave due to having way too many amenities causing a perpetual ping pong effect.
在當前3.2版本號的系統(tǒng)中,最明顯的問題是,對于蜂巢帝國來說,當行星宜居度低的時候大量人口都會被移到維護無人機的崗位上,而下次宜居度更新的時候,所有這些(維護無人機)都會由于過高的宜居度而被從崗位上被移除,這將造成永久的反復(fù)橫跳。
This also affected non hive mind AI empires because in 3.2 the AI would prioritize a job producing a resource during a shortage across all its planets. For example, during an energy credit shortage it would prioritize the technician job on all its planets, causing every single job to be instantly filled. This would likely cause a shortage of some other resource such as minerals, resulting in most types of AI empires to get stuck in a ping pong behaviour once they had entered a resource deficit. This also had the unfortunate side effect of AI starting constructions that were not really needed, but the sudden shift of pop jobs made it appear so.
這也影響了非蜂巢思維的AI帝國,因為3.2版本號中AI將在某種資源短缺的時候令其所有行星都優(yōu)先偏重此種資源的生產(chǎn)崗位。舉個例子,當能量幣短缺的時候,AI會在所有行星上優(yōu)先技工崗位,導(dǎo)致所有技工崗位立即被占滿。而這大概率會導(dǎo)致一些其他資源的短缺,因而使絕大多數(shù)類型的AI帝國在一種資源赤字之后都會被困在反復(fù)橫跳中。這也帶來了不幸的副作用——AI會開始建造一些它們并不十分需要的東西,因為突然的人口崗位轉(zhuǎn)變會使它們認為需要建造這些東西。
How it works in 3.3:
它在3.3版本號中是怎么工作的:
- During each monthly update, update the jobs on all planets
- 在每月更新中,更新所有行星上的崗位。
- Only remove or add maximum of one pop per job during the update
- 每次更新中每個崗位都最多只會移除或新增一個人口。
Many of you are now probably immediately clenching your fist in anger while picturing your poor CPU melting, as scripted calculations based on number of pops in stellaris can be very CPU demanding. But I have some good news for you, first of all in 3.2 there were some redundant calls to the job weight calculation. By removing them where possible, we could already reduce the amount of job weight calculations by about 75%.
你們中的很多人可能會立即憤怒地握緊拳頭,同時想象著自己可憐的CPU正在融化,因為Stellaris中基于人口數(shù)量而進行的腳本化運算對CPU的要求很高。但我有一些好消息要告訴你們,首先是在3.2版本號中有一些多余的崗位權(quán)重的計算。在可能的情況下,我們會刪掉這些,這樣就可以減少約75%的崗位權(quán)重計算量。
Furthermore, we are now reusing job weights between pops that are of the same species and share the same job. Meaning if you have 40 pops working as miners on a planet, and they are all of the same species, the scripted job weight calculation will only be performed once instead of 40 times as in 3.2. This comes with some limitations though, as it is no longer safe to base job weight on individual pop data, such as which faction they are in or their happiness. In the end the vast majority of all job weight calculations were removed while still updating jobs every month.
此外,現(xiàn)在我們會在相同物種和相同崗位的人口之間復(fù)用崗位權(quán)重。就是說,如果你在一個行星上有40人口在當?shù)V工,而他們又都是同一物種的,那么腳本化的崗位權(quán)重計算只會進行一次,而不是3.2版本號中的40次。但是這有一些限制,因為這樣就不大能夠依據(jù)單個人口的數(shù)據(jù)來計算工作權(quán)重,例如要考慮人口所屬派系和幸福度的時候。最后,絕大多數(shù)崗位權(quán)重計算都會被刪除,但每月仍然會更新崗位。
With the new system it allows you to write a scripted job weight calculation that depends on itself without causing ping pong behaviour. For example, jobs that produce amenities can now base their job weight on the planet's amenity level, or the enforcer job can now base its job weight on the crime level.
在新系統(tǒng)中,你可以編寫一個基于崗位自身且不會導(dǎo)致反復(fù)橫跳的崗位權(quán)重計算腳本。舉個例子,產(chǎn)出宜居度的崗位現(xiàn)在可以根據(jù)行星的宜居度改變自己的權(quán)重,或者(與之類似的)執(zhí)法者崗位現(xiàn)在可以根據(jù)行星犯罪度來改變權(quán)重。
The intention is that you will not notice any difference from the system in 3.2 other than some jobs like enforcers and maintenance drones having a more reasonable amount of pops working that job.
做這些改動的目的,是為了讓你感覺不到任何與3.2版本號系統(tǒng)的區(qū)別,除了像執(zhí)法者或維護子個體之類的崗位,對于它們來說會有更合理數(shù)量的人口在這些崗位上工作。

Jobs for your pops
給你的人口找工作
In 3.2 AI would look at the number of free jobs on a planet when deciding if it needs to build new jobs. So if there were for example 3 free jobs then the AI would clap its hands together and call it a job well done and move on. At the same time the planet could have huge numbers of unemployed pops rioting on the streets.
3.2版本號中,AI決定是否需要設(shè)立新的崗位時會看一眼行星上的空余崗位數(shù)目。因此,比方說有三個空余崗位,AI就會雙手一拍,覺得大功告成就去忙別的了,但它不管行星上可能有一大堆失業(yè)人口在街上暴動。
This scenario comes from the fact that not all pops can work all jobs, so while there are technically free jobs on the planet, that doesn't mean that the unemployed pops can actually work those jobs.
這個情況產(chǎn)生的原因是,并不是所有的人口都能干所有的崗位,所以盡管實際上行星真的有空余崗位,這也不意味著失業(yè)人口就能去這些崗位上班。
In 3.3 we are changing the way that the AI is looking at planets when it is deciding what jobs to create. Instead of looking at the number of free jobs on the planet and then creating more when this number is low, the AI will now look at actual unemployed pops and make sure to create a job that the specific pop is actually able to work.
3.3版本號中,我們會改變AI決定創(chuàng)造什么崗位時檢查行星的方式。AI不再只是檢查空余崗位的數(shù)目,如果數(shù)字不高就再創(chuàng)造點新的,而是會檢查實際的失業(yè)人口,并確保創(chuàng)造特定人口能干的崗位。
This solves a variety of issues present in 3.2 where AI doesn't make good decisions for pops such as slaves or robots, this is something we will continue looking at but it is a big first step in the right direction.
這就解決了一系列3.2版本號中出現(xiàn)的AI不會為奴隸或機器人人口做出合理決定的問題,但這也只是向正確方向邁出的比較重大的第一步而已,之后我們還需要繼續(xù)改進這方面。
AI scaling economic subplans
AI按規(guī)模擴展的經(jīng)濟子計劃
Scaling subplans was something we mentioned earlier as a planned feature for the future, well the future is now so strap yourself in!
我們之前就提過,AI按規(guī)模擴展的經(jīng)濟子計劃是未來會有的一個特性,現(xiàn)在發(fā)車的時候到了,大家系好安全帶!
In 3.2 we got rid of the old economic plans which had a predefined early/mid/late game strategy and introduced the shared base plan which doesn’t look at what year it is, but rather looks at what state the empire is in.
3.2版本號中我們?nèi)サ袅祟A(yù)先設(shè)定好的游戲早期/中期/晚期策略的老版經(jīng)濟計劃,引入了新的共有基礎(chǔ)計劃,該計劃與游戲年份不再掛鉤,而是會檢查帝國現(xiàn)在是什么狀態(tài)。
Now when I first saw Guido's new economical plans I immediately thought wow this is pretty good, but it can be even better! So I started working on the scaling sub plans which aims to remove all upper limits of production (previously mentioned 500 alloy per month cap in 3.2) but still provide the AI with a responsive plan that adapts to the current state of the AI economy.
當我第一次看到Guido的新經(jīng)濟計劃時,我立馬就覺得,“哇,真是不錯,但還可以更好”!所以我就開始進行擴展子計劃的工作,目標是移除所有生產(chǎn)的上限(之前提過的3.2版本號中每月合金生產(chǎn)的上限是500),但依舊能給AI提供一個能適應(yīng)當前經(jīng)濟狀況且能做出迅速反應(yīng)的計劃。
How the system works as for 3.3:
3.3版本號中這套系統(tǒng)怎么運作:
The base economic plan is now very small, it sets a minimum target for all types of strictly needed resources such as minerals, energy and food (such as +20 monthly income). Once these targets are met, then a small amount of CGs, alloys and science targets are added.
基礎(chǔ)的經(jīng)濟計劃現(xiàn)在非常小,它只會為所有必需的資源種類,比如礦物、能量幣和食物設(shè)定一個最小目標(比如每月收入為+20)。一旦達到了這些目標,就會增加少量的消費品、合金和研究點數(shù)目標。
Once all of the above base plans are satisfied we then enable the scaling sub plan, which is just like any other economic plan except that it will add itself each time it is fulfilled, an unlimited amount of times. The scaling plan contains a small amount of energy/minerals but primarily contains alloys and science. This means that the more mature the AI economy becomes, the focus on base resources becomes smaller and the primary focus will shift to military and science production.
一旦以上所有基礎(chǔ)計劃都得到了滿足,我們就可以啟用擴展子計劃了,它就和任何其他經(jīng)濟計劃一樣,但唯一一點不同的是它每次完成的時候都會自行增加目標,且沒有次數(shù)限制。擴展子計劃只要求生產(chǎn)少量的能量幣/礦物,但主要關(guān)注合金和研究點數(shù)。這意味著隨著AI的經(jīng)濟變得更加成熟,對于基礎(chǔ)資源的關(guān)注就會更少,主要目標會改為軍事和研究點數(shù)的生產(chǎn)。
Additionally we have added 3 separate conditional scaling sub plans which we enable for materialist, militarist(and total war empires) and spiritualist empires that add additional science, alloy or unity targets to their economic plan as a first step to making AI economy more distinct from each other.
另外,我們還單獨增加了三個有條件的擴展子計劃,并用在了唯物主義、軍國主義(包括全面戰(zhàn)爭帝國,即指種族潔癖等滅絕政體帝國)和唯心主義帝國上,分別用于在它們的經(jīng)濟計劃上增加額外的科學(xué)點數(shù)、合金和凝聚力生產(chǎn)目標。這是我們讓AI的經(jīng)濟樣貌產(chǎn)生區(qū)別度的第一步。
Grand Admiral hive mind reaching a monthly income of 3k alloys and 22k science in one test run by year 2422. (Screenshot from before the unity rework)
在一次測試中,大將難度的蜂群意識帝國在2422年達到了月入3k合金和22k研究點數(shù)的目標(截屏是凝聚力重做之前的)。

AI district/building specialization
AI區(qū)劃/建筑專精
One of the big advantages that fellow Humans like you and I have over the AI is that we can easily make long term strategies which are based on assumptions and goals. So we may have a long term strategy to turn a planet that we have not yet colonized into a factory world. As mentioned in answers to the last AI dev diary questions, the economic AI is stateless which means that it has no notion of past nor the future, it only looks at what it has right now and what it can do to satisfy it's economic plan. This makes it very good at adapting to the situation it is in, it will keep a close eye at the current economic situation and immediately react to any shortages but lack some of the long term planning capabilities that we have.
你我這樣的人類相較AI擁有的最大優(yōu)勢之一就是,我們能夠基于假設(shè)和目標輕松制定長期戰(zhàn)略。因此我們能在一個行星尚未被殖民的時候,就能制定把它變成工廠世界的長期戰(zhàn)略。正如在上一篇AI開發(fā)日志中我們對于問題的回復(fù)中所說的那樣,經(jīng)濟AI是無狀態(tài)的,也就是說它不會考慮過去或未來,只考慮現(xiàn)在有什么,以及做什么能夠滿足它的經(jīng)濟計劃。這就讓它非常擅長適應(yīng)當前的狀況,可以緊密關(guān)注當前的經(jīng)濟狀況,并對任何短缺做出即時反應(yīng),但缺少我們擁有的長期規(guī)劃能力。
So how can the AI make specialized worlds without planning for the future? Well one straightforward way of doing it is simply by switching places of districts that we have already built in the past. So if we compare two planets where both of them have 5 mining and 5 energy districts each, we can gradually specialize the planets by replacing the districts one pair at a time until we end up with one planet with 10 energy districts and another with 10 mining districts.
那么,AI要怎么才能在不做未來計劃的情況下弄出專精于某個資源的世界呢?一個直截了當?shù)姆绞绞?,直接把我們之前已?jīng)建造好的區(qū)劃進行交換。比方說我們有兩個行星,每個都有5個采礦區(qū)劃和5個發(fā)電區(qū)劃,我們就可以逐漸將區(qū)劃每次交換一對,直到一個行星有10個發(fā)電區(qū)劃,另一個有10個采礦區(qū)劃,這樣來實現(xiàn)行星的專精化。
This approach works quite well in practice and is also very dynamic in the sense that it allows the AI to make hybrid planets in the early game which becomes more specialized over time as the empire expands.
這個方法在實踐中非常好用,也是一種非常動態(tài)的方法,因為它允許AI在早期建設(shè)混合產(chǎn)出的行星,而在帝國擴張的過程中逐漸變得更加專精化。

AI consumer goods vs alloy production and planet designations
AI的消費品vs合金生成,以及行星規(guī)劃類型
In 3.3 we are adding an AI system where the AI will manually pick a planet designation instead of using the default scripted planet designation system which is the same one as the player gets if you do not change it yourself.
在3.3版本號中,我們會增加一個AI系統(tǒng),讓AI可以手動選擇一個行星規(guī)劃類型,而不是用默認腳本中的行星規(guī)劃類型系統(tǒng),也就是玩家不手動選取行星規(guī)劃類型時采用的那個系統(tǒng)。
The AI system looks at the available designations for each planet and calculates how many resources it would get each month from choosing the designations. It then scores each designation by judging how well the gained resources fits into the AI's economic plan, giving extra score to designations that align with its economic goals.
AI系統(tǒng)會檢查每個行星可用的規(guī)劃類型,并計算選擇這些規(guī)劃類型能讓它每個月獲得多少資源。之后,它會判斷獲得的資源能在多大程度上契合AI的經(jīng)濟計劃,從而對每個規(guī)劃類型進行權(quán)重評分,符合經(jīng)濟目標的類型還會得到額外的分數(shù)。
Normally it is very easy to pick the designation, for example, a planet with only mining districts on it will clearly have the mining designation. However, other designations such as Factory/Forge world are more complicated and the AI needs to carefully assign these designations in a way that keeps the economy balanced.
通常情況下選取一個規(guī)劃類型非常容易,比方說,一個只有采礦區(qū)劃的行星肯定會選取礦產(chǎn)世界的規(guī)劃類型。然而,像工廠/鑄造世界等其它規(guī)劃類型會更加復(fù)雜,AI需要謹慎分配這些規(guī)劃類型來讓經(jīng)濟保持平衡。
For non hive mind empires consumer goods and alloy production is the biggest AI economy challenge we have faced so far, since the AI needs to produce both resources independently of each other to meet their economy plan targets even though they are produced from the same district in three different possible ways. The current system is a step in the right direction but this is definitely a tricky problem that will require additional fine tuning in the future.
對于非蜂群意識的帝國而言,消費品和合金生成是AI經(jīng)濟中我們目前面臨的最大挑戰(zhàn),因為AI需要同時生產(chǎn)兩種互不相干的資源來實現(xiàn)它們的經(jīng)濟計劃目標,而這兩種資源又是從同一個區(qū)劃里以可能多達三種不同的方式生產(chǎn)出來的。當前的系統(tǒng)向正確的方向邁了一步,但是這個問題依舊十分棘手,未來還需要進一步的微調(diào)。
AI alloy spenditure
AI的合金花費邏輯
Now that AI adjusts its alloy and consumer good production separately it was time to tackle how AI spends its alloys.
既然AI已經(jīng)分別調(diào)整了其合金和消費品的生產(chǎn)方式,那么現(xiàn)在是時候解決AI如何花費其合金的問題了。
In 3.2 the AI really liked defense platforms, and keeping them up to date by upgrading them any time it was possible. Not only is this a massive drain of alloys, it would also more or less permanently fill the production queue in the shipyards with upgrades which meant that in some cases it wasn't able to build any new ships even if it wanted to.
在3.2版本號里,AI非常喜歡建造防御平臺,并且會隨時升級來保持它們處于最新狀態(tài)。這不僅會大量消耗合金,而且會或多或少地永久占用船塢的生產(chǎn)隊列,這意味著升級防御平臺使得AI即使想建造任何新船也沒有船塢給他們建造新船。
Further there was an issue where the AI would get blocked from building any modules or upgrading any starbases if there was an open module slot in which it wasn’t possible to build anything according to the AIs starbase templates. For example, the AI has dedicated shipyard starbase templates and if it has open slots in it then it would really like to build the titan assembly module on it. But if it wasn't researched yet then the AI would get blocked here, preventing construction of new starbases.
此外還有一個問題,如果恒星基地存在一個空的模塊槽位且AI無法根據(jù)它的恒星基地模板建造任何內(nèi)容,那么AI就會卡住,無法建造任何模塊或者升級任何恒星基地。例如,AI有專門的造船廠模板,如果恒星基地有空的模塊槽位,而AI沒有研究泰坦建造廠科技卻又想在這個恒星基地上按模板建造,那么AI就會在這里卡住,也就不會建造新的恒星基地。
In 3.3 the AI alloy spending priority goes something like this:
在3.3版本號里,AI花費合金的優(yōu)先級是這樣的:
- Build new ships until we reach fleet cap
- 建造新的艦船直到達到艦隊上限
- Build starbase modules
- 建造恒星基地模塊
- Build new starbases
- 建造新的恒星基地
- Upgrade starbases
- 升級恒星基地
- Upgrade ships (and defense platforms) if it gives a +30% fleet power bonus, and upgrade the entire fleet this ship is in while we are at a shipyard anyway. Saving both alloys and time!
- 升級戰(zhàn)艦(和防御平臺),前提是這次升級帶給艦隊的實力增幅達到30%以上,并且AI會在船塢直接升級整支艦隊,同時節(jié)省合金和時間!
- Build defense platforms as a last resort
- 建造防御平臺,這是最后的選項。
AI tech picking
AI的科技選擇
The AI has scripted weights for each tech in the game, this gives it some direction as to what technology to pick next every time a research is completed. Both in terms of which technologies are more powerful but also taking into account AI personalities, militarist empires are for example more inclined to research weapon tech.
AI為游戲里每種科技都在腳本中預(yù)設(shè)了研究權(quán)重,這讓它能夠在每次研究完成時選擇接下來研究何種科技。AI不僅會考慮科技更強大,還會考慮AI本身的個性,舉個例子,軍國主義帝國更傾向于研究武器科技。
In 3.2 the majority of techs had some modifier on it which increased the chance of it being selected by the AI, but when you prioritize everything, well then you prioritize nothing. For 3.3 we went through all the techs in the game and remade the AI priorities from scratch, emphasizing techs that will help the AI scale into the mid and late game. For example, resource production boosting techs, pop growth techs and resource producing building chains are now more encouraged.
在3.2版本號中大多數(shù)科技都增加了一些修正項,增加了AI選擇它的機會,但如果你對所有東西都優(yōu)先排序了,那就等于沒有優(yōu)先排序任何東西。在3.3版本號中,我們翻遍了游戲里的所有科技并全部重做了AI的優(yōu)先級,突出強調(diào)那些能幫助AI擴展到游戲中后期的科技,比如現(xiàn)在AI會更傾向選擇促進資源生產(chǎn)的科技,促進人口增長的科技以及生產(chǎn)資源的建筑鏈等。
Additionally AI will now look much more favourably on techs that are cheaper compared to the other options, this allows the AI to more quickly cycle through the available options and find the techs that it really likes.
另外,AI現(xiàn)在會更喜歡那些比其它選項更便宜的科技,這讓AI能夠更快地在可用的選項中選出它最喜歡的科技。
AI superfluous destruction
AI的盈余縮減
This one is short and simple. AI will now delete stuff if it gives jobs, housing or building slots that we do not need. Meaning, if we for example have more free jobs and housing than provided by an energy district we will simply delete it to avoid paying the upkeep cost and freeing up this slot for something else in the future.
這一段很短也很簡單。AI現(xiàn)在會將那些提供給他們不需要的崗位、住房或者建筑槽的東西給刪掉。這意味著,舉例來說,如果能源區(qū)劃給我們提供了太多空閑崗位和住房,那么AI會拆除掉多余的能源區(qū)劃,以避免支付區(qū)劃維護成本,并將區(qū)劃槽留給未來做其他事情。
This scenario most often happens when an AI empire invades another planet and purges their pops, so determined exterminators will now be able to repurpose the conquered planets into something that aligns with their economy!
這種場景通常發(fā)生在AI帝國入侵另一個星球并且清洗上面的人口的時候,所以現(xiàn)在鐵心滅絕者可以重新利用被征服的星球,使其與它們的經(jīng)濟相一致!
AI rogue servitor and bio trophies
AI失控機仆與活體陳設(shè)
While there has been a lot of focus on the AI's ability to compete economically with the player in this dev diary, one of the primary objectives of the AI initiative is also to enhance the role playing capabilities of the AI.
雖然在本篇開發(fā)日志中,人們一直在關(guān)注AI在經(jīng)濟上與玩家競爭的能力,但增強AI的角色扮演能力也是本次AI修改計劃的主要目標之一。
In 3.3 we are adding additional AI support for the rogue servitor civic and how they handle their bio trophy pops. The AI should now build an organic sanctuary on each planet that has an upgraded capital structure causing their bio trophies to spread to other planets. And they should build additional sanctuaries on planets with a lot of complex drones.
在3.3版本號中,我們將會為失控機仆民政添加額外的AI支持,以及它們處理其活體陳設(shè)的行為。AI現(xiàn)在應(yīng)該會在每個有升級首府建筑的行星上建設(shè)一個有機體避難所,允許它們的活體陳設(shè)們能夠傳播到其他星球。它們應(yīng)該會用許多復(fù)雜的無人機,在許多星球上建設(shè)更多的避難所。
Additionally we have addressed a group of related bugs where the AI was unable to build special types of buildings like gaia seeders, spawning pools and chambers of elevation.
此外,我們還解決了AI無法建造特殊類型建筑(如蓋亞種子、產(chǎn)卵池和擢升中心)的相關(guān)bug。
AI comparison
AI比較
As a final note we would like to share some comparison graphs between the 3.2 and the 3.3 AI. Please note that what you are about to see is based on one single test run on ensign and one test run on grand admiral. This comparison is not meant to be interpreted as evidence but as an indication of what has changed between 3.2 and 3.3.
最后,我想要分享一些3.2版本號與3.3版本號的AI對比圖。請注意,你將看到的是分別在少尉難度和大將難度下的單次測試結(jié)果。這個比較不是為了證明,而是為了說明在3.2版本號和3.3版本號之間發(fā)生了什么變化。
In any AI playthrough there is a huge variance in the AI performance due to random factors such as how they pick techs, traditions and ascension perks. The experiment setup is also used for internal AI testing only and not representative of an actual playthrough.
在任何AI運行的過程中,由于隨機因素(如它們?nèi)绾芜x擇科技、傳統(tǒng)和飛升),AI的表現(xiàn)都存在巨大差異。測試的設(shè)置也是僅用于內(nèi)部AI測試,并不能代表真正的游戲過程。
Experiment setup:
測試設(shè)置:
- Tiny galaxy
- 最小星系
- 1 AI empire
- 一個AI帝國
- All test using the United Nations of Earth empire
- 所有測試的帝國都是地球聯(lián)合國
- Mid and late game years set to 2575/2600 so they don’t trigger
- 中期和末期事件設(shè)置在2575/2600年,因此2個都沒被觸發(fā)
- The map is the same between the 3.2 vs 3.3 comparison, but NOT the same between the ensign and the grand admiral test.
- 3.2與3.3版本的地圖是一樣的,但是在少尉難度和大將難度下地圖則是不一樣的。
Le's first look at the comparison between the 3.2 and 3.3 ensign difficulty:
首先我們來看看在少尉難度下3.2版本號和3.3版本號的結(jié)果比較:

Up until year 100 the military power is roughly the same, but from that point on the results of the work we put into mid and late game AI scaling starts to really show. This allows the AI to act and react in a lot more interesting ways in the late game than before.
一直到游戲開始后100年,兩個版本下AI的軍事力量都大致相同,但100年后,我們對AI的游戲中后期擴展工作的結(jié)果開始真正顯現(xiàn)出來。這使得AI能在游戲后期比以往有更有趣的行動方式和反應(yīng)。

1) Around year 150 the 3.3 ("develop") AI reaches the 32/32 starbase capacity due to having researched all techs in the game, resulting in the slowdown of the military power development.
1)在150年左右,3.3版本號(“開發(fā)中”)的AI就達到了32/32恒星基地上限,因為它在游戲里已經(jīng)研究了所有的科技,導(dǎo)致軍事實力增長開始放緩。
2) 3.2 AI gets stuck in an economic death spiral for about 30 years shortly after year 100, AI eventually manages to escape the death spiral and then has massive economic growth and is able to build up to the 32/32 starbase cap quickly due to having saved up alloys for 30~ years.
2)3.2版本號的AI被卡在經(jīng)濟的死亡旋渦里大概30年,在100年后AI才設(shè)法逃離了這一旋渦,之后經(jīng)濟開始迅速增長,快速將恒星基地蓋到了32/32的上限,因為它整整存了30+年的合金。
At year 200 the gap between both AI military strength gets smaller since neither AI is really building that many more ships due to having maxxed out starbase capacity and already way above their fleet cap resulting in very expensive fleets. The power gap at year 200 is mainly due to 3.3 AI having superior technology.
在200年左右,兩個AI的軍事力量差距變得越來越小,因為2個AI都沒有真正意義上建造更多新的艦船,因為它們的恒星基地建造數(shù)量都到了上限,而且也用完了它們的艦隊容量。在200年時出現(xiàn)的實力差距主要是由于3.3版本號的AI擁有更加優(yōu)秀的科技。
However, it turned out that for GA difficulty the AI wouldn't correctly apply the increased buff from trade value. Now, when it does, the AI takes a good step in the direction of making it more challenging for players.
然而,事實證明在大將難度下,AI并不會正確地應(yīng)用貿(mào)易值來為自己增強實力。現(xiàn)在,當AI也懂得這一方法時,就意味著AI在讓游戲?qū)ν婕腋咛魬?zhàn)性的方向上邁出了重要一步。
Overall the GA and ensign test show a similar pattern where the first 100 years are roughly the same and then the difference becomes substantial. However, in the GA test the upper limit of 3.3 AI scaling can be seen around year 150-200 as the military growth curve tends to flatten out at this point when reaching the starbase cap.
總的來說,大將和少尉難度下的測試都展現(xiàn)了一個非常相似的模式,即前100年大致相同,而到后面差距就越來越大。然而,在大將難度的測試里,3.3版本號AI的上限大概在150-200年左右,因為在恒星基地達到建造上限后,軍事實力的增長曲線就開始趨于平緩。
And that's it for today's dev diary, if you have any questions related to AI economy feel free to post them below and I will do my best to answer them!
以上就是本次開發(fā)日志的全部內(nèi)容,如果你有任何與AI經(jīng)濟相關(guān)的問題,請在下面留言,我會盡我所能解答!
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