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#136 | |||
Ensign
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In view of these obstacles, I think the best solution would be to have a one-time calculation of veterancy based on the total tonnage sunk by the commander over the course of his career. We would not be able to simulate "learning," but I think this method would greatly reduce the difficulty of determining skill level. For example, any commander that sank 75,000 GRT or more could be considered a "veteran," even from the beginning of the war. This would be about 64 commanders, according to a quick check of uboat.net. Before assigning specific numbers, though, it would be important to know to what extent veterancy affects AI ability. Has this been tested? |
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#137 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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Okay, I hope to release the next version of the generator within the next 24 hours.
Talking about veterancy levels, if I have got you, you are proposing not to take commander's ranks in any account. What if we assigned each rank a number of points, and then we averaged them with the tonnage sunk for determining U-oat's veterancy? ![]() |
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#138 | |
Ensign
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![]() I was thinking that rank might be more of a reflection of bureaucracy than skill, but you are probably right that it is a useful variable. Since it is already included in the generator, we might as well make use of it. Of the two variables, I think tonnage sunk should be given a little bit more weight than rank. What do you think? |
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#139 | |
Navy Seal
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![]() Now we need to: - assign each rank a number of points comparable to tonnage sunk - ask our volunteers if they think it practical to calculate the partial sum of tonnage sunk by any commander until the current patrol (otherwise, only total tonnages at the end of their respective careers will be taken into account) - determine tonnage sunk + commander rank ranges corresponding to each veterancy level. Can you please take care of the above tasks? ![]() |
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#140 | |
Ensign
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![]() Even though it would only require very simple arithmetic, I am hesitant to ask people to recalculate tonnage sunk before each patrol, since it would add another barrier that might drive away volunteers. But what do you guys—Targor, Sartoris, Dogfish, Volodya, and anybody else interested in helping—think about this? Is it too demanding to calculate add up tonnage before each patrol? How about only using the commander's career tonnage? Also, does anyone know how the veterancy levels affect AI ability? For example, if the AI becomes basically worthless at novice level, then it might be better to exclude the novice setting. Similarly, if the veteran level turns AI u-boats into the equivalent of Virginia-class attack subs, then we would make it very rare. Last edited by keysersoze; 04-16-13 at 07:29 PM. |
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#141 | |
Navy Seal
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#142 |
Ensign
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Okay, I will run some tests. I won't be able to get to it until tomorrow since i have to prepare for a seminar tomorrow. I don't think it should take too long to get a since of the AI settings though.
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#143 | |
Captain
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#144 |
Ace of the Deep
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I have nothing against a bit of math.
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#145 |
Navy Seal
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#146 |
Ensign
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Thanks for your responses. I think we can plan on calculating tonnage before each patrol. This should provide the most realistic portrayal of veterancy levels
![]() I'm just about to start testing AI U-boats to see how skill level affects their ability. After that, I'll post some preliminary suggestions for setting veterancy levels. |
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#147 | ||
Navy Seal
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#148 |
Navy Seal
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Have I forgot anything important? |
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#149 | |
Ensign
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![]() I have done about 25 tests of the U-boat AI, and the results have been exciting—AI U-boats are quite capable, even if they are not very subtle. All of the tests have been at the "elite" setting so far, since I am trying to decide the fairest setup for more comprehensive tests. I think I have found the right setup and will begin testing other veterancy levels this afternoon. |
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#150 | |
Ace of the Deep
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@keysersoze: Keep me in the loop on the results. It's pretty obvious, I guess, why I'm interested ![]() |
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