The JuBot Thread
#2
Posted 24 September 2011 - 11:04 PM
1) It's getting choked on wood. After a good long while, it had 600 food, 80 wood, 4000 stone and 6000 metal. Metal and stone should be put at a slightly lower priority. Now that I'm thinking about, it would probably be best if there was a way to give different resourcing priorities depending on your civ. Since Iberians are metal heavy, and the Hele want lots and lots of wood and stone. Maybe also a check that would pull workers off of a given resource when stocks get too high...
2) Jubot LLLOOOVVVES berries. Instead of building farms after the berries and chickens next to the civ center were gone, it sent gatherers about 30 seconds one way to an apple tree. Though this was probably because it didn't have the wood for farms. Still, even when it did, Jubot wasn't building enough farms. I'm not sure whether a better solution would be to teach the bot to build farmsteads, or make farms slightly more important. Actually, if you could teach calvary to be hunters, that would be pretty great.
3) Did you remove the (I think it was 4 minute) timer on the military agent that prevents it from launching attacks "too often"? If it's still there, it should be shortened for sure. Jubot still seems pretty relaxed. Especially now that there's retreating so each attack doesn't mean all the units can be considered lost the moment they go marching off.
Anyways, I like the military behavior, especially the retreating. Is that new? Cause I've never noticed it before.
Edited by gudo, 25 September 2011 - 05:43 AM.
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#3
Posted 25 September 2011 - 04:42 PM
Other than that, not much to say other than keep up the good work
this is pretty much what I do.
#4
Posted 25 September 2011 - 08:05 PM
Jubalbarca, on 24 September 2011 - 08:42 PM, said:
Please post feedback on the latest SVN versions of JuBot here!
Latest SVN: 24 Sept 11
The Exilian JuBot thread, which I am more likely to post progress on, is here:
http://exilian.co.uk...81.msg36786#new
Anyway, everyone's a critic!
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#7
Posted 26 September 2011 - 06:15 PM
Jubalbarca, on 26 September 2011 - 05:34 PM, said:
I think it's doing well until all the resources nearby are depleted. After that gatherers travel long distances to get more resources. It would be nice to see Jubot building at least one more CC somewhere on the map (an area with plenty of resources).
I do like it's defense an attack strategies a lot! Perhaps a few more siege units earlier on - I've only ever seen it build 1 or two, and those are very late in the game.
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#8
Posted 26 September 2011 - 06:28 PM
The mill placement code is really strange. I noticed that after a while, Jubot just spams mills everywhere. I think this is because of the way the building list works. Once it's built all the barracks and towers on the list, it has nothing to build but mills. Also, it could stand to place a few more earlier in the game. As for the other point, the chief problem is that workers are told to gather whatever is closest to them when they should be tasked to gather what's closest to the drop point. Not really sure how you'd go about fixing those, but as far as the economy side of the AI is concerned, that's what I'd try to take care of next.
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JuBot | RootBot | SplitBot | qBot | Marilyn | arBot
#10
Posted 30 September 2011 - 10:06 AM
Apart from this, I also ran into performance problems when I destroyed the civ center of one of the JuBots before destroying any other building. It then tries to find a place to build a new one but doesn't succeed, so it tries again and again (I don't know why it fails, something with territories perhaps?). To find a building site it calls addInfluences for any of its buildings which seems to be quite expensive. The real fix for this is of course to find the reason why it doesn't find a building site but even then the finding procedure should be optimized.
A proper but probably difficult to implement fix would be to calculate the influences map only once and update it when a new building is constructed or an existing one is destroyed. But there are some easier optimizations (I didn't profile this, so I don't know which one is worth trying). The most expensive operation is probably the square root in the distance calculation. You could switch to a quadratic (rather than a linear) fall off to get rid of it or use some approximation (see for example http://www.azillionm...t.html#distance).
Another easy performance improvement would be to reduce the influence radia, at least for some buildings (houses!). Probably you even could ignore houses altogether in this calculation.
Edited by UV_Completion, 30 September 2011 - 10:06 AM.
#11
Posted 30 September 2011 - 04:44 PM
UV_Completion, on 30 September 2011 - 10:06 AM, said:
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#12
Posted 03 October 2011 - 04:08 PM
I also played aggressively on a small map against it and it did much better. Attacked with small force before me and defended base with all soldiers like I do when necessary.
#13
Posted 04 October 2011 - 08:01 PM
Linux_Eki, on 03 October 2011 - 04:08 PM, said:
I also played aggressively on a small map against it and it did much better. Attacked with small force before me and defended base with all soldiers like I do when necessary.
is it possible that jubot is the only bot which functionates at build 2588?
Miles Davis
#14
Posted 16 October 2011 - 03:12 AM
Unless we choose to allow building mills in neutral territory, but I must say it gives some extra incentive to have territory!
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#18
Posted 20 November 2011 - 05:07 PM
Latin: Petrus Falco; Literally means 'Stone Hawk'.
English equivalent: ' Peter ';
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#19
Posted 20 November 2011 - 05:31 PM
Pureon, on 20 November 2011 - 04:19 PM, said:
I still find Jubot sometimes sends attack armies to it's allies base, rather than to enemy bases - is it an easy fix to stop that happening?

Think of the attack army as reinforcements to protect your base . In fact this could be very useful to have some troops at your base while you concentrate on the economy . jubot could send some extra troops if it had any to spare .
#20
Posted 20 November 2011 - 10:10 PM
Jubalbarca, on 20 November 2011 - 04:48 PM, said:
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