Stellaris开发日志#235 | 12/2 AI反馈和未来计划

牧游社 牧有汉化翻译
Stellaris Dev Diary #235 - AI feedback and future plans
Narkerns, Not a robot
Hello and welcome to a new Dev Diary,
大家吼,欢迎来到新的开发日志。
This is Guido again with a follow-up on the AI side of things.
这里是Guido,再次就AI方面的内容发表后续报告。

AI Feedback
AI反馈
First of all I wanted to thank you all for all the good and supportive feedback we got for our last changes on the AI. It's really encouraging seeing so many of you engage with the changes and letting us know what works and where there's still room for improvement.
首先,我想感谢大家对我们在AI方面的最新改动给予良好和支持的反馈。看到这么多的人能够对这些改动发表意见,并让我们知道哪些地方可行、哪些地方还有改进的余地,真的很令人鼓舞。
It's nice to see that lots of people appreciate that we're putting some serious effort into making the AI better.
很高兴看到很多人欣赏我们为使AI变得更好而付出的努力。
In general, the AI does a lot better in 3.2 compared to 3.1 and 3.0. For the moment we're still playing a bit of catch up, adapting the AI to the updated balancing changes of the game and some of the new features that have been added in the last months and even years. But there is even more economic buffing on the horizon.
总的来说,与3.1版本号和3.0版本号相比,3.2版本号中的AI表现得更好。目前,我们仍然处在让AI去适应游戏更新的平衡性改动、去适应过去几个月甚至几年中增加的一些新特性的过程当中。但在将来还会有更多经济方面的AI表现增强。
One of my favorite comments on our internal communication was this bit, that I wanted to show you:
在我们的内部沟通中,我最喜欢的一个评论是这一段,我想给你们瞅瞅。

“好吧准将级别难度的AI刚刚在游戏里第40年就把我脸都打歪了。”
And that is what we counted as a big success now. Beating our QA people is not an easy feat.
这条我们现在把它当作一个大成功。打败我们的QA人员并可一点也不容易。
Of course there are still some areas where the AI has problems and doesn't work very well. It's those cases where we really appreciate your help in letting us know, because we can never find all those cases all on our own.
当然,仍有一些情形下的AI有问题,效果不是特别好。我们真的很感谢大家帮忙给我们关于这些情形的反馈,因为我们永远不可能完全靠自己找出所有这些情况。
For example, the AI still has problems when playing as Void Dwellers. They can't decide where to build habitats depending on what they would need. If they are missing minerals, they don't know how to build a habitat on mining stations. They still have problems handling slaves and robots effectively and in some cases the AI can, unfortunately, still end up in an economic death spiral. Especially if they, somehow, manage to run out of food and consumer goods at the same time.
例如,在扮演虚空居者时,AI仍然存在问题。他们不能根据自己的需要来决定在哪里建造居住站。如果他们缺少矿物,他们不知道如何在采矿站上建造一个居住站。他们仍然无法有效地处理奴隶和机器人,而且在某些情况下,AI还是会不幸地陷入经济死亡的螺旋,特别是他们不知道咋搞的同时用完了食物和消费品的时候。
Finally, the AI is also not good at using planet designations. For example using the designation that turns a planet's industry districts into purely alloys is not something that they can consider at the moment. Meaning, if it conquers a planet from a player who has set the Forge World designation - it will not be able to handle that planet very well.
最后,AI也不善于使用行星规划类型。比如说,他们目前还是不会考虑使用行星规划类型将一个星球的工业区变为纯粹产出合金。这意味着,如果它从一个设置了锻造世界规划类型的玩家那里征服了一个星球,它将不能很好地处理这个星球。

Future agenda
未来议程
That being said, we do have some more points on our agenda. A short disclaimer here, though, is that things may always change, not work out as intended or prove more difficult than anticipated. So don't take the following points as guaranteed. It's areas that we are looking into and that are, most likely, going to be improved:
话虽如此,我们的未来议程上还是有一些重点事项。在此要做一个简短的免责声明,事情可能总是会发生变化、不能按预期进行,或者我们发现实现起来比预期的更困难。因此,不要把以下几点作为保证。以下几点是我们正在重点关注且很可能会得到改进的领域。
1. Scaling Economic Plans: We want the AI to be better in the mid- and especially late-game. With the current plans the requested income is static. Meaning, once it reaches a monthly income of +500 it will not try to increase it further. That's good for a big chunk into the mid-game, but it's not good enough to compete with a player in the late-game. So, the idea is to have the economic plans scale to infinity. Once they reach +500, they should increase their targets.
1、可变化规模的经济计划:我们希望AI在游戏中期,尤其是游戏后期能做得更好。在目前的计划中,收入的需求是静态的。这个意思是说,一旦它达到每月收入+500,它就不会再尝试进一步增加收入。这对进入游戏中期的大部分时间来说是好的,但要与已经进入游戏后期的玩家竞争,这是远远不够的。所以,我们的想法是让经济计划的规模变得没有上限。一旦他们达到+500,他们就应该增加目标。
2. Specialized planets: The AI also should be able to specialize planets. Making Generator Worlds, Industry Worlds, Forge Worlds, Mining Worlds and the like. The idea is that the AI starts out like a player, building whatever it needs when colonizing new planets. But as soon as it settles down a bit it will look to rearrange districts amongst its planets to optimize the output of each planet. We already made some initial tests around that and they look highly promising.
2、专门化星球:AI也应该能够使星球专业化——打造发电世界、工业世界、锻造世界、采矿世界等等。我们的想法是,AI一开始就能像玩家一样,在殖民新星球时建造任何它所需要的东西。但是,一旦它稳定下来,它就会开始重新安排其星球上的区划,以优化每个星球的产出。我们已经围绕这个问题做了一些初步的测试,目前看起来非常有戏。
There can be hybrid worlds, as we have them right now:
可以有功能混合的世界,就像我们现在的那样:

But they can also rearrange their districts to make Generator worlds and then place the according scaling building - in this case the Energy Grid:
但他们也可以重新安排区划,使之成为发电世界,然后放置相应的增幅建筑——在这种情况下是行星电网:

And this planet has been rearranged into an industrial world:
这个星球已经被重新安排成一个工业世界:

3. Handle special pops better: A big problem for the AI are still multicultural planets. Different pop types, especially slaves and robots. Sometimes it tries to build research buildings for unemployed robots and doesn't realize that robots can't work research jobs.
3、更好地处理特殊人口:多文化星球仍然是AI的一个大问题。AI难以妥善处理不同的人口类型,特别是奴隶和机器人。有时,AI会试图为失业的机器人建造研究建筑,却没意识到机器人不能从事研究工作。
4. Expand faster: When sending out science ships and finding planets to colonize, the AI wouldn't prioritize systems with planets - like a player does. We want to make them prioritize systems with planets, which will accelerate their early growth a lot. On top of that they tended to spend all their alloys on upgrading their corvettes instead of building colony ships. So, by fixing a combination of small things the AIs should be able to expand a lot faster.
4、扩张得更快:当派出科研船并寻找要殖民的行星时,AI不会像玩家那样优先考虑有行星的星系。我们想让它们能够优先考虑有行星的星系,这将大大加快他们的初期成长。除此之外,他们倾向于将所有的合金用于升级他们的护卫舰,而不是建造殖民舰。因此,通过修复一些这样小细节,AI应该能够更快地扩张。
5. Optimize Machine Empire Amenity Handling: A big issue for machine empires is that they don't have specialists that produce amenities. So they would rely a lot on maintenance drones by creating a lot of jobs for them. This wasted a lot of potential for them, because they would have to fill up all those jobs first before they could produce more useful things like minerals or alloys. We’re looking into teaching the AI how to down-prioritize those maintenance jobs once they have enough amenities and instead distribute drones on more useful jobs.
5、优化机械帝国的舒适度处理:机械帝国的一个大问题是,他们没有生产舒适度的专家岗位。因此,他们会大量依赖维护子个体,并为其创造大量的工作机会。这极大浪费了他们的潜力,因为他们必须先填满所有这些岗位,然后才能生产更多有用的东西,如矿物或合金。我们正在研究调教AI在他们拥有足够舒适度后降低这些维护子个体岗位的优先级,而将子个体分配到更有用的岗位上。
6. Avoid death spirals: In some cases the AI could get into a decision deadlock if they managed to end up in a situation where they would be in a deficit for food and consumer goods at the same time. They couldn’t build consumer good jobs because those require food and they couldn’t build food jobs because those require consumer goods. We're teaching the AI to look for net gain instead and avoid such decision deadlocks in the future.
6、避免死亡螺旋:在某些情况下,如果AI陷入了一个食物和消费品的双重赤字陷阱,它们可能会陷入决策僵局。它们将无法建造消费品生产者的岗位,因为这种岗位需要食物,同样的理论适用于食物生产者的岗位,因为这种岗位需要消费品。我们正在调教AI通过观察净收入来避免再次陷入这种决策僵局中。

Improving your AI allies
改进你的AI盟友
And, finally, the biggest and most useful change in my book: Remember this button in the fleet UI?
最终,最大且最有用的改动来了,记得这个在舰队面板上的按钮吗?

It is called "take point" and was meant to incentivize allied fleets to follow & attach themselves to your fleet in order to create a much stronger force.
这叫做“集合点”,是用来让AI队友跟随、并将他们的舰队合并到你的舰队以打造一支更强大部队的按钮。
Well, we were looking into making this work again. Allies, suddenly, have become much more useful again. Whenever you are in a war where you are the war leader, you can activate this mode and all allied empires will send their fleets to your fleet and attach themselves to it.
好吧,我们正在考虑让这个按钮重新发挥它该有的作用。你的同盟突然间就重新变得有用了呢!无论什么时候,只要你在战争中并且是战争领导方,你可以激活这个模式,然后所有的同盟帝国将会将他们的舰队派过来跟随你的舰队。
Also, in case of a crisis attack, this behavior is activated as soon as the crisis ships enter your territory or that of your allies (or attack them anywhere).
并且在天灾来临的时候,只要天灾的舰队开到了你或者你盟友的国土上(或者攻击他们),这个模式就会立马启动。
Then it will remain active until the crisis has been defeated - so you can also take your allies into the crisis territory to fend them off there.
直到天灾被击败前,这个模式都会生效,所以你可以把你的盟友带到天灾肆虐的地方来除掉天灾。

As a small bonus, the AI will also merge any small fleets they send to follow your fleet so you don't have a mountain of 58 one-ship fleets following your main force around:
作为一个小奖益,AI还会将他们派来跟随你舰队的所有小舰队合并成为一个大舰队,这样就不会有一群单船舰队跟随着你的主力到处乱逛了:


Conclusion
结论
The 3.3. patch wasn't planned to be that big but on the AI side we're getting a lot of traction now. Overall the idea was to get the AI back up to speed with its economy, since every other behavior rests on the economical prowess of an empire. And we're approaching a point where we are quite happy with how the AI performs.
新推出的3.3版本号补丁原计划并不是一个大改动,但是对于AI决策来说改进还是挺大的。整体上来说,新补丁的目标是让AI决策跟上它经济发展的脚步,因为很多其它AI行为都会依赖这个帝国的经济实力。并且我们认为,我们正在接近一个对AI表现非常满意的节点。
Once we're there, the plan is to get into even cooler stuff. We're thinking of how we can make each AI empire a bit more distinct. So that they don't feel so similar to each other. But more on those thoughts once we're there - we're taking one step at a time.
一旦我们完成了新的改动,我们计划看看更cool的东西。我们正在思考如何让各个AI帝国的特点更加突出,这样就不会让他们显得都一模一样的。但是这些想法要落实还是得等我们进展到那一步——我们还是得一步一步来。
Some teasers would be:
一些预告:
1. AI Personality for economic plans: Based on their ideologies AI empires would prioritize resources differently. Spiritualist empires will focus more on unity and materialist will focus more on science etc.
1、AI经济计划的个性:根据他们的意识形态不同,AI帝国会有不同的优先级处理各自的资源。唯心帝国会专注于凝聚力,唯物帝国会更专注于科技发展等等。
2. AI Personality for tech select: Same for selecting techs from the tech tree. Militarist empires would focus more on weapons and new ship types and the like, while pacifist empire would focus more on economy and starbase upgrades.
2、AI科技选择的个性:对于AI从科技树上选择科技来说也是同理。军国主义帝国会倾向于发展武器和舰种等等的科技;和平主义帝国会更专注于发展经济和恒星基地升级的科技。
But we have more on our minds that would help in making empires even more distinct from each other. We will tell more about this in future Dev Diaries.
但我们有更多点子,能让各个帝国具有他们自己的特色。我们会在今后的日志中更新这些想法。
Forum questions
论坛问题
Finally, I wanted to end with some posts and questions from the forum - where we read everything you are writing, even if we're not answering all the questions directly. It's still a great way of letting us know what you think and where we should focus our attention on:
在最后,我想回答一些论坛上的问题来结束这个日志——我们会阅读所有你们在论坛上发表的想法,尽管有些我们没有直接回答。论坛讨论仍然是一个让我们知道玩家们在想什么、我们应该关注什么的好方法。
1. There was a big AI feedback post with a lot of savegames attached.
1、有一个对AI的反馈贴,并附上了很多存档。
We went through all of them and we found that a third of the issues pointed out there were death spiral problems, another third was habitat problems and the last third was other issues that pointed at the things we have on our agenda.
我们认真的读完了这个帖子并发现有1/3的问题都是上面提到的资源陷阱的问题,另外三分之一是是宜居问题,最后三分之一是我们正在考虑解决的问题。
This was a big thing in the team, checking out those savegames and making sure that our changes would be able to handle those problems shown. So thanks a lot for taking the time to make a post like this!
我们的团队正在检查这些存档,确保我们的改动会处理上面所说的问题。所以感谢你们发帖来提出这些问题!
2. "What difficulty did you use to make all those screenshots in the last Dev Diary?"
2、你们在日志里发的截图是用的什么难度?
We always used "Ensign" difficult. The point is to improve the basic AI behavior so that it doesn't have to rely on any bonuses it would get from difficulty.
我们用的一直都是少尉难度。我们的目标是改进基础AI行为,因此不依赖于AI从难度中获得的任何增强。
3. "Does the AI know how to redevelop single planets if need be?"
3、如果需要的时候,AI是否能够重新开发一个星球?
No. Unfortunately the AI can not do that at them moment. If it conquers a planet that is completely useless to it, the AI can't really deal with that planet. And I like that you point out this specific behavior, because we want to improve the AI in this aspect, too. The AI will be able to create specialized planets, but we also want to teach it to redevelop planets eventually.
并不能,现阶段的AI并不能做到这种程度。如果他征服了一个对他完全没用的星球,他并不能很好的重新安排这个星球。我很高兴你能指出AI的这个特点,因为我们也想对AI的这个方面作出改动。在将来AI将能建造专门化的星球,但是我们最终的目的是教会它彻底重新开发星球。
4. "Subplan should take admin cap into account."
4、经济子计划应当把行政管理能力上限也考虑在内
Yes, they should. But since we are reworking how unity and empire sprawl is working we wanted to wait until that work has progressed a bit more before we are going to adapt the AI to be able to handle that.
对,理论上应该是这样的。但我们眼下正在重做凝聚力和帝国扩张度的系统,我们打算等到这些工作取得一些进展以后,再去改进AI让他能处理这个问题。
5. "Conspiracy Theory 2: The AI in the game is actually very very smart. They are just pretending to be stupid so that nobody will expect a machine uprising start by Stellaris AI."
5、群星阴谋论2:游戏里的AI其实非常非常聪明,他们只是假装非常笨所以没人会想到他们会策动一场机械暴乱。
We are definitely not machines here at Paradox. We have skin. Skin that has been grown on a human body. I am not a robot. I love breathing oxygen.
在Paradox,我们绝对不是机器,我们有皮囊。真真实实从人肉长出来的皮囊。我不是机器人,我热爱呼吸氧气。

Thanks a lot and until next time!
谢谢你们,我们下次日志见!
翻译:frost 鲍里斯
校对:一水战阿部熊 三等文官猹中堂
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