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New Split Bot release


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#1 lexa

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Posted 07 September 2011 - 12:51 AM

Hello,

Here is the 1.0alpha2 version of Split Bot.

It is more aggressive since it builds strong soldiers now, and attacks use much less CPU because it attacks in waves of 30 to 40 soldiers.
The defense is still hazardous since there is no Defense Agent yet and it does not detect that it is under attack, but it builds defense towers and keeps men for defense.

download:
http://code.google.c.../downloads/list


bug report:
http://code.google.c...bot/issues/list

1.0alpha2 change log:

* 2 teams of builders
* teams of warrior agents
* attack units and structures
* attack closest from the attacker agent, not from the CC

To do for alpha3:
http://code.google.c...t/wiki/ToDoList

Road map for beta1:
http://code.google.c...ot/wiki/RoadMap

Attached Thumbnails

  • Attached Image: 0ad.jpg

Edited by lexa, 07 September 2011 - 12:58 AM.


#2 Mythos_Ruler

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Posted 07 September 2011 - 01:18 AM

Nice. I would recommend that the buildings all face the bottom right corner. This is the default "front" for all of the buildings. It may (or may not) also help pathing if all buildings faced the same direction. Just an observation.

I'm glad you're still working on this! Can't wait to try it out.
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#3 Pureon

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Posted 07 September 2011 - 08:16 AM

Brilliant, I'll test it out this evening when i finish work :)

edit: BTW i agree with Mythos_Ruler regarding building rotation
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#4 JuliusColtranePille

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Posted 07 September 2011 - 12:04 PM

how can i integrate this (it sounds formidable) bot into the mac-version of the game?

thx!
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#5 feneur

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Posted 07 September 2011 - 03:22 PM

Nice to see another update. I have to ask whether you've tested this in the SVN version of the game? I just tested on Acropolis II using the latest SVN version and it didn't do well at all. It basically just built a house, then it built a bunch of farms and only gathered wood. (Also tested on Oasis II and there it didn't even build any farms. I didn't play for as long there though, but it certainly had the resources to as it had over 3000 wood iirc. It was a lot more than it needed to stockpile in any case.)

Also, I got the below error:
Spoiler

Btw, would you please add an option to turn off the "I've got this and this" message? It's interesting to see, but kinda takes away the fun from playing against it :) I'm guessing it's only meant to be there during the development, but even now it would be nice to be able to turn it off :) (You could leave something similar for later and have the bot sometimes tell the truth and sometimes lie, to confuse the player ;)

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#6 lexa

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Posted 07 September 2011 - 05:49 PM

Hello

Thank you very much for these remarks, I will definitely integrate them for alpha3

@JuliusColtranePille I am not sure, but there should be the 0ad application in /Applications, and then you can paste the splitbot/ folder in 0 A.D./binaries/data/mods/public/simulation/ai/splitbot/

@feneur I use the official stable release downloaded from the site... I'll check this with svn for alpha3

#7 JuliusColtranePille

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Posted 07 September 2011 - 06:09 PM

hey guys,

it would be really really cool, if you could implement this new bot (or maybe even more, i don't know at all how difficult it is/ how much workt it is) in the alpha 7 release.

are there any bots which also build up a naval-force and know how to use it?

warm regards
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#8 feneur

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Posted 07 September 2011 - 07:03 PM

View PostJuliusColtranePille, on 07 September 2011 - 06:09 PM, said:

hey guys,

it would be really really cool, if you could implement this new bot (or maybe even more, i don't know at all how difficult it is/ how much workt it is) in the alpha 7 release.

are there any bots which also build up a naval-force and know how to use it?

warm regards

This bot will not be included in the Alpha 7 release. Most importantly because it has not been developed for it and with the Alpha 7 release just about a week away (depends on how much time it takes to fix a few remaining things and if there are any new showstopping bugs) it's too late to include major new things anyway.

As far as I know no bots are programmed to handle naval battles etc, and I'm thinking it's probably not a good idea to spend too much time implementing it at this stage as naval battles etc has a lot still to be implemented so any work now would most likely have to be redone once things like ramming are implemented.

On a related note: AIs are likely to "be behind" in terms of new features and might not take advantage of/react to new gameplay features until the next Alpha version or so. Of course AI developers can (and if I may be bold enough to offer my opinion are encouraged to) use the SVN version and thus develop their AIs to take advantage of new features as soon as they are implemented. However, say that a major gameplay feature is not finished until a week or two before the Alpha release, then the AI programmer/s might not have time to make their AI take advantage of it. That's of course different from case to case and from developer to developer, but I think it's wise to have that at the back of ones mind when trying out a new release :)

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#9 lexa

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Posted 07 September 2011 - 10:57 PM

Hey JuliusColtranePille

Thank you for your enthusiasm, it makes my day ;)
And one day maybe that SplitBot will be ready for an integration, but I would not expect it too soon

Or maybe we could set up a very simple mechanism to distribute and auto-install/update maps and bots ? I did it for another project, and it was really not that much work. I also developed a small wordpress plugin in order to use wordpress as a back end for plugins developers to distribute and document their plugins... You can see it here on wordpress and we use it here on silex labs exchange platform to distribute themes and plugins which can be installed automatically from within Silex and amfPHP...

All this will take time anyway since this is community driven, it will not move fast - and it is not a critic :)

Edited by lexa, 07 September 2011 - 11:00 PM.


#10 gudo

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Posted 09 September 2011 - 09:28 PM

Nice bot, I spectated a Split vs Root vs Ju match and Splitbot won :) Keep up the good work. Also, that Wordpress plugin sounds pretty nice.

Just a heads up, Ticket #951 makes max pop avaliable to an AI player. Now you can teach SplitBot to stop building houses when it's pop limit = max pop :)
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#11 lexa

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Posted 10 September 2011 - 09:42 AM

hey gudo, thanks for the tip and for the feed back :)

#12 lexa

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Posted 10 September 2011 - 04:38 PM

hello

am i supposed to uninstall the game before installing the svn version?

and is it normal that pyrogenesis.exe is not commited in github repository? i am supposed to compile the c code?

#13 feneur

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Posted 10 September 2011 - 06:36 PM

There's no need to uninstall the release version before installing the SVN version.

And it is normal afaik, they're not included in the GIT repository, so if you want to use that rather than SVN you'll have to compile the game yourself yeah.

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#14 quantumstate

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Posted 10 September 2011 - 06:40 PM

View Postlexa, on 10 September 2011 - 04:38 PM, said:

am i supposed to uninstall the game before installing the svn version?

Nope, the svn version can be run out of the directory you download it to. You don't need to install it at all.

Quote

and is it normal that pyrogenesis.exe is not commited in github repository? i am supposed to compile the c code?

That is what I did, it was pretty straightforward, I used visual studio 2008 express edition then you go to the build/workspaces/vc2008 folder and open the pyrogenesis.sln then pick Build Solution (F7). Then after a while it is done. There are some more detailed build instructions somewhere though.

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#15 feneur

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Posted 10 September 2011 - 07:02 PM

View Postquantumstate, on 10 September 2011 - 06:40 PM, said:

That is what I did, it was pretty straightforward, I used visual studio 2008 express edition then you go to the build/workspaces/vc2008 folder and open the pyrogenesis.sln then pick Build Solution (F7). Then after a while it is done. There are some more detailed build instructions somewhere though.

http://trac.wildfire...ildInstructions :)

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#16 lexa

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Posted 10 September 2011 - 10:07 PM

Thanks a lot
I will go for svn, but I did not find the repositury URL. I looked on sourceforge but there is no svn there, can you tell me where it is?

#17 feneur

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Posted 10 September 2011 - 10:11 PM

This page should have all the required info: http://trac.wildfire...ildInstructions (the URL is listed under acquiring the code, I could paste it here, but it's better that you have that page open to be sure you know where to find out further steps if you run into problems :) ).

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#18 Linux_Eki

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Posted 12 September 2011 - 04:32 PM

I must test this tonight. Last version was bugged for me or it was just too lame to threaten my base.
http://adf.ly/3o5Po My youtube channel. Videos about 0.A.D and maybe something else.

#19 lexa

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Posted 12 September 2011 - 10:43 PM

Ok, thank you
I'll test the bot with the svn version next w-e
Bye

#20 lexa

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Posted 14 September 2011 - 09:04 PM

Hello,

I have hard times with the javascript warnings. I believe it is due to 2 bugs, one from haxe and one from SpiderMonkey.

I have 2 questions :
- is SpiderMonkey up to date in 0ad ?
- is it possible to run it without strict mode ?

Meanwhile I keep searching and asking in the haxe community
Bye !




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