Stellaris开发日志#252 | 4/28 人工和自动智能

牧游社 牧有汉化翻译
Stellaris Dev Diary #252 - Artificial and Automated Intelligence
Offe, Stellaris Coder (Human)
Hello everyone, it is me Offe, one of the Humans working on Stellaris. Today I will bring you an update from the Custodian AI initiative. Before we dive into today's dev diary let's do a quick recap of the AI work that went into the 3.3 patch.
大家吼啊!我是Offe,一个在Stellaris工作的纯正人类。今天我将带给你们一个来自守护者团队的AI更新计划。在我们开始深入今天的开发日志之前,让我们先来快速回顾一下在3.3版本号中推出的AI改进。

If you have been following the AI dev diaries you probably know that our main objectives for the 3.3 Libra patch was to improve the economy management of the AI, especially with a mid and late game perspective in mInd. The reason for this was to establish the AI empires as relevant actors beyond the early game and give their interactions with the player more impact.
如果你一直关注AI开发日志,那么你就会发现我们在3.3版本号天秤座Libra中的主要目标就是改进AI的经济管理能力,特别是游戏的中后期。这样做的原因是为了让AI帝国在除了早期游戏之外也能扮演适当的角色,让他们在和玩家互动的时候更有影响力。
Following some of the discussions here on our own forums and also on Reddit, my favorite topic has been seeing people react to AI empires suddenly being much stronger in the Galactic Community where they are passing resolutions against the players' will.
在浏览我们自己的论坛和Reddit上的一些讨论时,我最感兴趣的话题是看见玩家们对AI帝国突然在星海共同体里变得更加强大的反应,他们会通过各种议案来反对玩家的意愿。
While the AI economy management still has areas which can be improved, we felt satisfied with the changes made in 3.3 to the point where we wanted to move our focus to other areas of the AI.
虽然AI的经济管理能力还有提升的空间,但我们对3.3版本号中的改动感到满意,我们想把更新的重点转移到AI的其他方面。

Goals for 3.4
3.4版本号的目标
As the AI economy improved other areas of the AI started to become more obvious targets for improvement, namely the AI military fleet management and their diplomacy interactions with the player.
当AI的经济系统得到改善之后,AI的其他方面也很明显需要改进,也就是AI的军事舰队管理以及他们和玩家之间的外交互动。
Military AI behavior changes
AI军事行为改进
First I would like to say that the changes coming to military fleet behavior in 3.4 are mostly bug fixes rAther than improvements on their decision making, so while there should be a very noticeable difference, the work made so far on the fleet behavior will not be as encompassing as the work made for the economy.
首先我要声明,3.4版本号中这些即将对军舰行为进行的改动,大部分是bug修复而不是改进他们的决策行为。虽说我们应该做出一个很明显的改动,但是迄今为止我们在舰队行为上面的改动将不会像经济改动那样影响广泛。
Let's start with the Elephant in the room: AI splitting their fleets into tiny pieces.
让我们从一个棘手的问题开始:AI把他们的舰队分成小部。

While there were issues where AI would split their fleets too much, fundamentally this behavior of AI splitting fleets was by design. The AI would allocate just enough fleet power (with a +25% margin) to their objective in order to carry out as many objectives as possible. The main issue came from the amount of low fleet power targets such as unupgraded starbases which caused the AI to frequently split their fleets into 1000~ fleet power pieces.
虽然存在着AI将舰队分得过于散开的问题,但是从根本上来说,这种AI分散舰队的行为是有意设计好的。为了能尽可能地处理更多的目标,AI会分配正好足够的舰队实力给他们的目标(上限是超过对方舰队的25%)。主要的问题来自于大量的低舰队实力目标,比如未升级的恒星基地,这使得AI经常把他们的舰队分成大约一千份。
In theory this approach is quite good, however, the main two main issues with this approach are that the player can easily just take one of their bigger fleets to go around and defeat the AI's smaller fleets one by one which makes the AI somewhat incompetent, as well as that this playstyle from the AI can be quite frustrating to play against.
在理论上来说这种方法是很不错的,但是这个方案有两个主要的问题,即玩家可以轻松地用他们强大的舰队游走来一个一个击败AI更弱小的舰队,AI对这种行为无能为力,同时对抗AI的这种玩法会有点让人疲劳。
In 3.4 the AI will aim to have full fleets as their smallest unit to carry out military objectives, AI will actively try and merge all possible fleets during peacetime and the AI will during a war try and merge two nearby fleets when possible.
在3.4版本号中,AI将会把完整的舰队作为处理军事目标的最小单位。AI在和平时期将会更加积极地尝试合并所有舰队,而且在战争时期AI将会尝试合并两个相邻的舰队。
Cycling Fleet Orders
舰队指令循环
After having made the AI fill up their fleets, the next issue to tackle was AI fleet order cycling where the fleets get stuck alternating between two orders indefinitely. One coMmon cause for this was when the AI assigned several fleets to carry out an objective together, the fleets would try and regroup with each other by moving to the system of the other fleets causing them to switch places over and over.
在使AI补满他们的舰队之后,接下来的问题就是如何处理AI舰队的指令循环,目前舰队会一直被卡在两个交替的指令之间。一个常见的造成这种问题的原因是,当AI分配几个舰队同时去处理一个目标时,这些船会通过移动到其他星系中来尝试重组,这使得他们不断地互相交换位置。

Take Point
跟随舰队
In 3.3 we made the AI obey the Take Point behavior again, but it didn't work quite as well as we wanted. For example allied AI fleets would sometimes follow the players fleets when they shouldn't. There were also issues where the AI would suddenly change their mind and stop following the player, and they would also not always follow the player with all their fleets.
在3.3版本号中,我们再次让AI遵守跟随舰队行为,但是效果并不如我们预期的那么好。举例来说友方的舰队有时会在不必要的情况下跟随玩家的舰队。还有另一个问题是在某些情况下AI会突然改变主意停止跟随玩家,同时他们也不会一直跟随玩家舰队。
AI Allied Wars
AI盟友的战争
During a war with several involved AI Empires on the same side, one of the AIs will be considered leading the war (may be different from diplomatic war leader) and the other AIs will put their fleets to follow the "AI warleader". This suffered from a similar issue as previously mentioned where the AI fleets which were supposed to follow would change their mind too often and never reach their intended target.
在一场涉及好几个站在同一边的AI帝国的战争中,其中一个AI会被认定来领导这场战争(可能与外交方面的战争领导者不同),同时其他的AI会让他们的舰队跟随这个“AI领军”。这就会造成一个此前提到过的问题,即那些本应跟随的AI舰队会过于频繁地改变主意,然后导致永远都达不成既定目标。
AI Outside Diplomatic War
AI在外交战争之外
In 3.4 we are adding an AI war state which becomes activated when the AI fights a mid or late game crisis, this state of war will continue until the crisis has been defeated. This means that AI will now enable their normal war beHavior against targets like the Great Khan even though they do not have a diplomatic war if they or any of their allies get attacked.
在3.4版本号中,我们添加了一个新的AI战争状态,这个战争状态会在AI对抗一个游戏中期或者后期天灾时启动,直到天灾被打败为止。这意味着,AI现在会使用正常的战争行为来对抗类似大可汗这种目标,哪怕他们或他们的盟友受到攻击时没有处于外交战争状态下。
This has many side effects, for example:
这将会有几个方面的影响,比如:
- AI empires should now obey the players Take Point if the player is fighting a crisis
- 现在当玩家在对抗天灾时,AI帝国会遵循玩家的跟随舰队指令。
- Allied AI empires should now help each other fight crises when one of them are attacked
- 当互相结盟的AI帝国中的一个遭到天灾攻击时,他们会互相帮助来对抗天灾。
- AI empires will now seek out and destroy systems controlled by crisis empires et cetera.
- AI帝国现在会主动搜寻并摧毁被天灾帝国等所控制的星系。
We also addressed the issue where an AI empire would fight a neutral target such as a leviathan during an ongoing war.
我们同时还处理了AI帝国在战争中会攻击中立目标例如星神兽的问题。
AI War Preparation
AI战争准备
In 3.4 we are adding a state of war preparation for the AI which they will enter when they would have immediately declared war in 3.3. During this phase the AI will gather their available fleets and move them towards the border of their target.
3.4版本号中,我们会给AI增加一个战争准备状态,同样情况下AI在3.3版本号中则会立即宣战。在该阶段AI会集结可用的舰队并将他们移动至目标国的边境上。
If you have enough military intel you will be notified via an alert that hell is about to break loose and depending on how much intel you have you will get a more accurate estimation on when the AI will strike.
如果你有足够的军事情报,就会有警报告诉你大的要来了,而你得到的AI进攻时间预估能有多准确则取决于你有多少情报。

战争准备
有国家正在准备对我们开战
Necroid正准备对我们开战,我们的情报指出他们会在2251.05.13或更早对我们发动攻击。

AI Diplomacy
AI外交
Now that we have covered military changes coming in 3.4 lets go over the diplomacy changes
现在我们说完了3.4版本号中军事方面的改动,那就来讲一讲外交方面的。
Federation AI changes
联邦AI改动
One of the biggest complaints regarding being in a Federation with the AI has been the unrelenting bombardment of proposals of changing the same federation law over and over again. Often resulting in AI empires stacking the negative opinion modifier on themselves and eventually leaving the federation altogether.
和AI在一个联邦里的时候,玩家最大的抱怨之一就是,AI会一遍又一遍对着同一个联邦法律疯狂提出议案。这通常会导致AI国家自己积累起负面评价修正,最后直接离开联邦。
In 3.4 we are introducing a 10 year AI vote cooldown for each law category. So let’s randomly select a federation law to use as an example: Free Migration. When an AI proposes to change the law of Free Migration then it will add a 10 year AI only cooldown which is shared between all AI federation members. This means that each time Free Migration gets voted down it will now take at least 10 years before it is proposed again.
3.4版本号中,我们将在每个法律类别中引入一个10年的AI投票冷却。让我们随便选一个联邦法律来当作案例吧:自由移民。当一个AI提出了修改自由移民的法律之后,就会给所有AI联邦成员增加一个仅适用于AI的10年冷却。这意味着每次自由移民法律没有通过之后,至少需要再经过10年才能再次提出该议案。
Coincidentally this also fixes an exploit that the player could use against AI federations where the player would repeatedly ask to initiate a vote to invite the player into the AI federation. This allowed the player to repeatedly stack the negative opinion modifiers between the AI federation members causing their federation to break apart.
巧合的是,这还能修复玩家用来对付AI联邦的一个办法,也就是玩家反复提出一个邀请玩家加入AI联邦的投票。这会让玩家快速在AI联邦成员之间积累起负面评价修正,从而导致他们的联邦四分五裂。
Envoys
特使
Another common complaint regarding AI federations is how the AI would often not put any envoys into the federation. This was a symptom of a bigger problem which was the overall AI envoy usage.
另一个对于AI联邦常见的抱怨是,AI通常不会派遣特使到联邦内。这其实是AI特使整体使用状况这一更大问题的症状之一。
The AI empires would frequently reassign their envoys to the same task, knocking out the envoy who was already assigned to it and starting the reassign cooldown. As a result the AI would often have all but one of their envoys on cooldown and not assigned to any task.
AI国家会经常重新指派特使到同一个任务上,把原来干这个任务的特使换下来并进入重新指派冷却。结果就是,AI的特使除了某一个之外都在冷却,什么活也干不了。
In 3.4 the AIs should be able to handle their envoys in a much more appropriate manner, both in terms of Federation and Galactic Community assignment as well as other diplomatic actions and espionage operations.
在3.4版本号中,AI会能够以更加合适的方式处理他们的特使,不仅包括指派到联邦和星海共同体,也包括了其他外交行动和间谍行动。
Galactic Community Changes
星海共同体改动
While AI voting for seemingly completely irrelevant resolutions in the Galactic Community gave it a sense of uncomfortable realism there were a few issues that stood out to us:
虽然AI在星海共同体里给完全不相干的议案投票给人一种不太舒服的现实感,但确实有一些问题突显了出来。
AI would sometimes propose resolutions that were completely against their core beliefs, for example, a slaver empire would sometimes propose to ban organic slave trading. This was due to a missing willingness check when AI would propose resolutions, so they AI would propose the resolution they liked the most but wouldn't check if they liked it enough to be worth proposing in the first place.
AI有时会提出完全与他们的核心信条相背的议案,比如一个奴隶制国家有时会提出禁止有机体奴隶贸易。这是因为缺失了一个AI什么时候会提出议案的意愿检查,所以那些AI会提出他们最喜欢的议案,但不会检查他们是否喜欢到了一开始就值得提出这个议案的程度。
The AI was explicitly forbidden to withdraw their proposed resolution, while most of the time this does not make sense, there are situations where this may be the best course of action. For example, the AI may propose to reduce the council size but by the time the resolution is about to enter the floor their diplomatic weight has been reduced to the point where they would propose themselves out of the council.
AI被明确禁止撤回他们提出的议案,而大多数时候这根本没道理,因为有许多情况下这才是最合理的行动。比如,AI可能会提出削减理事会成员数的议案,但是在表决之前,他们的外交权重已经降低到了会把他们自己弄出理事会的地步。
Similarly the AI was also forbidden from opposing their own resolution, but the above situation could happen in a similar way where, for example, the player would enact the Emergency Measure to move the resolution to the floor before the AI has time to withdraw their resolution. In that situation it would make sense for the AI to oppose their own proposed resolution.
类似的,AI也被禁止反对自己的议案,但是上面提到的情况也可能会发生,比如,玩家实行了紧急措施,在AI有时间撤回他们的议案之前开始对议案进行表决。在这种情况下,AI反对自己提出的议案也是非常合理的。
Additionally if you have enough intel on the AI you will now be able to see why they are voting the way they do in the Galactic Community. While this tooltip was already quite big, I knew I could make it even bigger.
另外,如果你对于AI的情报很充足,你就可以看到他们为什么会在星海共同体中这样投票。虽然这个提示框已经很大了,但我知道它还能更大一些。


Planet and Sector Automation
行星和星区自动化
While planet and sector automation isn't necessarily AI, we have seen a lot of requests for previous AI improvements to also be available for the player. And even though the planet/sector automation uses a different system than the AI's economy system we still felt that improving this would hopefully add a lot of quality of life value to our players.
虽说行星和星区自动化其实并不算AI,但我们也看到了让玩家也能用许多之前的AI改进的请求。尽管这些行星/星区自动化用了和AI的经济系统不一样的系统,我们还是觉得改进这个方面可以大幅改善我们玩家的游戏体验。
The design philosophy for the new automation system is that "most players will be able to use some parts of it". So the intention is not that all players will always use this and that it will be able to satisfy all players, rather that hopefully everyone will find something that they feel is worth using.
新的自动化系统的设计思路是“大部分玩家都能用得上一部分系统”。也就是说目的不是让所有玩家都会一直用这个,还能让所有玩家都满意,而是希望大家都能从中找到一些他们觉得能用得上的东西。

So how does it work? In 3.4 the planet automation will have an additional settings UI where players can toggle components on/off for each planet individually as well as setting default values for newly colonized planets.
所以这是怎么实现的呢?在3.4版本号中,行星自动建造将会有一个额外的设置UI界面,用来给玩家单独调整每一个星球的组件开关,同时为新殖民地设置默认值。
The most impactful setting is this one, the Designation
最有影响的设置是这个,行星规划类型!

This will cause the planet to build new jobs in accordance with the designation when there are no free jobs available. This setting is now much more restrictive in regards to what is considered to be in accordance with the designation, for example, enabling this for a mining designation will only construct the mining districts and the mineral purification plant and nothing else.
这将允许行星在没有空闲工作岗位时根据要求建造对应的新岗位。这个设置现在将会几乎完全遵循被指定的行星规划类型,例如,在采矿星球上启用它将会在行星上仅建造新的采矿区划和矿物精炼厂。
The other settings are:
其它的设置有:
- Amenities: Build new amenities buildings and also micromanage the priority of amenity producing jobs to minimize unnecessary amenity jobs by using the same system as the AI has been using since 3.3.
- 舒适度:建造新的舒适度建筑,并且通过使用3.3版本号开始使用的与AI相同的系统,最小化非必需的舒适度岗位,来对提供舒适度的工作的优先度进行微观管理。
- Rare resources: Build new rare resource producing buildings to target a +3 monthly income of all rare resources. Additionally this will now take into consideration empire wide buildings in the building queue and only build one building at a time.
- 稀有资源:建造稀有资源产出,目标是达到全稀有资源月度产出为+3。这将考虑全国范围的建筑序列,在同一时间内只会建造一个此类建筑。
- Pop assembly: Build spawning pools, cloning vats, robot assembly et cetera.
- 人口组装:建造孵化池、克隆舱、组装厂之类的建筑。
- Housing: Construct additional housing, either districts or building when needed.
- 住房:建造额外住房,在需要时建造区划或建筑。
- Building slots: Automatically build a new housing district for the +1 building slot whenever there are no free building slots, especially useful to enable on automated planets like Science designation since they require many building slots.
- 建筑槽:当无空闲建筑槽时,自动建造新的住房区划,在需要很多建筑槽的科研类型星球上开自动建造很有用。
- Crime: Build new crime prevention buildings when crime reaches dangerous levels.
- 犯罪度:当犯罪度到达危险的程度时建造阻止犯罪的建筑重拳出击。
- Clear blockers: Automatically clear blockers when it is preventing construction of new districts.
- 清理障碍:当障碍阻碍建造新的区划时自动清除障碍。
- Posthumous Employment: Builds the Posthumous Employment Center on planets with raw resource focus.
- 死后就业:在注重原材料的行星上建造死后就业中心。
- Psi Corps: Build the Psi Corps building on all planets when possible.
- 灵能军团:条件允许下,在所有星球上建造灵能军团。
The Designation automation setting is extra careful to not overbuild buildings whereas the other settings will build buildings even when there is no need for additional jobs.
按行星规划类型进行自动建造将会极度谨慎,以避免过度建造建筑,而其它的设置将会在无额外岗位需求时建造建筑。
All the automations except the Amenity automation (uses AI behavior in code) are fully scriptable for anyone interested in making their own automation mod, the files are found in:
除了使用AI行为的舒适度自动建造,所有的自动建造代码都对任何想做自动建造mod的人完全开放,文件在下面的文件夹中。
game\common\colony_automation
game\common\colony_automation_exceptions
Sector Automation
星区自动建造
Sector automation is now a system built on top of the planet automation. Setting the sector focus will now change which designations planets will select when they are using the “automatic designation selection” in order to make them respect the sector automation.
星区自动建造现在是一个在行星自动建造上层的系统。设置星区焦点,现在将会在行星使用“自动选择行星规划类型”时改变行星选择的规划类型,以使行星服从星区自动建造。

Additionally there is now a Unity focus available for sector automation since Unity is now more important after the 3.3 patch, together with new Unity automation for planets to go along with it.
在3.3版本号更新后,凝聚力更加重要了,所以现在的星区设置额外有一个凝聚力焦点。

The requirement to have an upgraded capital building in order to construct Research labs and rare resource producing buildings has now been removed in order to make the planet automatioNs function properly for newly founded colonies with these designations.
以前建造研究实验室和稀有资源建筑,前置要求有一个升级过的行星首府,现在不用了,因为要避免行星自动建造出错。
We have also added several missing designations to different planet types in order to allow for more automation, for example, Ring World can now use factory/forge world designation and Hive Worlds can now use the fortress designation.
我们同时为不同的行星类型添加了一些以前没有的行星规划类型,来允许使用更多的自动建造,比如,环形世界现在可以使用工厂/锻造世界的规划类型,同时蜂巢世界现在可以使用堡垒世界的规划类型。
And that's it for today's dev diary. As always if you have any questions feel free to post them below and I will do my best to answer them all.
差不多今天的讲完了。还有什么问题可以在下面留言,我尽量挨个回复。
Lastly, I am sad to say that my designated time on the Custodian team has already been over for a while now, which means that this will be the last AI dev diary from me. But the AI initiative lives on and next time there is an AI update you may get the chance to meet a new Human. Again I want to say a special thank you to all the community members who have engaged in meaningful discussions regarding the AI improvements in the past months and tirelessly reporting the AI issues on the bug forum.
最后,我很遗憾地宣布,我在守护者团队的工作已经结束一段时间了,这意味着这是最后一篇来自于我的关于AI的开发日志。但是AI改进还会继续,然后下次会换个人来讲AI改进。我想再次特别感谢所有参与有关AI改进的有意义讨论的社区成员,他们过去几个月不知疲倦在论坛反馈AI问题。
Thank you!
感谢您的阅读!

Subterranean
地下帝国
Hi! Eladrin tagging back in for a bit.
大家好!我Eladrin回来辣。

This week Nivarias revealed the Subterranean origin. Tunneling underground is a bit more expensive than building on the surface, but has its advantages, especially when a hostile force attempts to bombard your cities.
这个星期Nivarias展示了地下帝国起源。地下隧道比地表建筑更昂贵,但是有它的好处,尤其是当你面临敌对舰队的骇人轰炸。

Lithoids are unaffected by the growth speed penalty.
似石族不受人口增长惩罚。
The primary species of a Subterranean empire gains the Cave Dweller trait, granting additional mineral production at the cost of pop growth and empire size from pops, as well as a new Minimum Habitability trait. Cave-Dwelling pops are well sheltered from the environment on the surface, and treat any habitable planets below 50% habitability as if they were 50%.
地下帝国的主要物种获得穴居者特性,以人口增速和人口的帝国规模为代价提供额外矿物产出和最低宜居度特性,穴居人口很好保护了地表环境,并且将所有宜居性低于50%的星球视为50%。

I am a dwarf and I'm digging a hole.
我是个矮人,我在掘洞。
Living underground, Subterranean empires have a unique city set that replaces the normal view on planets.
因为居住在地下,地下帝国有着独特的城市设定,替代了常规的行星视图。

Are you the king of the mountain?
你就是群山之王吗?
One of the achievements revealed last week, named Underlord, has to do with answering the question "Is it possible to dig too deep?"
上周有个被展示的成就,叫地底之主Underlord,回答了“挖这么深,这河里吗”

Next Week
下周
Well look at the time, we're coming right up to the release of Overlord, aren’t we?
看看时间,马上就要发售四海皆臣Overlord了,对吧?
The Stellaris 3.4 "Cepheus" patch notes will be coming next week, alongside details of the Progenitor Hive origin. After the patch notes, join us on the Official Stellaris Discord for a Dev Q&A, starting Thursday at 1700 CEST!
Stellaris的3.4版本号“仙王座Cepheus”补丁附记就在下周,包含了蜂群始祖起源的具体内容。补丁附记发布后,可以在周四1700CEST加入我们的官方Discord参加开发组问答!
翻译:疯狂的新兵 AntiAccess 枸杞泡阔落
校对:一水战阿部熊 三等文官猹中堂
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本作品英文原文著作权属Paradox interactive AB所有,中文译文著作权属牧有汉化所有。