At any rate, I'd like to have an "Observer" option for multiplayer, so a person or two could watch a multiplayer match unfold. This would be great for learning and for tournaments.
qBot (yet another AI)
#161
Posted 22 December 2011 - 06:26 PM
At any rate, I'd like to have an "Observer" option for multiplayer, so a person or two could watch a multiplayer match unfold. This would be great for learning and for tournaments.
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#162
Posted 22 December 2011 - 06:32 PM
Mythos_Ruler, on 22 December 2011 - 06:26 PM, said:
Erik Johansson [ aka feneur ]
Wildfire Games
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#163
Posted 22 December 2011 - 06:45 PM
feneur, on 22 December 2011 - 06:32 PM, said:
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
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#164
Posted 23 December 2011 - 03:24 AM
Edit: I can't always reproduce this, I guess it depends on the map and game state, but still I think it would be a good fix, there's really no cause for qBot to ever send so many females to an enemy farm, and least of all when it's well defended
Wildfire Games Programmer
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#165
Posted 23 December 2011 - 05:08 AM
Wildfire Games Project Leader
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#166
Posted 23 December 2011 - 07:20 AM
#167
Posted 23 December 2011 - 10:17 AM
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
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#168
Posted 23 December 2011 - 10:28 AM
quantumstate, on 23 December 2011 - 10:17 AM, said:
just for my interest: how much time takes it to manage such a problem for you? seems you are pretty fast!
good stuff
Miles Davis
#169
Posted 23 December 2011 - 11:24 AM
JuliusColtranePille, on 23 December 2011 - 10:28 AM, said:
good stuff
This depends a lot on the problem
There are basically two sections to a problem. First is finding out what is going wrong, this currently involves thinking about what the code is doing and sticking lots of statements in which print things at various points so I can narrow down what is happening. e.g. Pureon found that on Hellanized Egypt qBot stopped producing anything after a while, the cause was that the maximum resource gather distance was too small so the fix was one number being changed. Finding the problem took maybe 45 minutes though since every test took a while to reach the point where qBot stopped working and I needed several attempts to narrow down the problem. In other cases such as siege not being used properly (still the case) the problem is obvious, since there is no siege specific attack code but implementing it requires careful thought and quite a lot of code so will take a good few hours probably.
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
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#171
Posted 23 December 2011 - 04:00 PM
Pureon, on 23 December 2011 - 12:31 PM, said:
I think they are probably my bugs actually
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
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#172
Posted 23 December 2011 - 09:05 PM
quantumstate, on 23 December 2011 - 04:00 PM, said:
Erik Johansson [ aka feneur ]
Wildfire Games
Contact me: feneur@wildfiregames.com
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#173
Posted 23 December 2011 - 09:09 PM
feneur, on 23 December 2011 - 09:05 PM, said:
I was referring to the fact that I created them
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
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#174
Posted 24 December 2011 - 01:24 AM
However, it is still a great improvement over Jubot, keep up the amazing work!
#175
Posted 24 December 2011 - 09:32 AM
I'm a very slow player (the game finished after 2 hours), so maybe the ai players are just tired
but overall the ai has made great improvements since the last alpha release
#176
Posted 24 December 2011 - 10:48 AM
- attack bonuses,
- the idle workers if resources are not there
- trade or barter
- handling allies
#177
Posted 24 December 2011 - 06:33 PM
infyquest, on 18 December 2011 - 02:24 PM, said:
need to modify the rest of the code, check it out
I have put this into qBot now, I changed the style to the json style of object definition because I think it looks clearer. Working out how dynamic properties will be defined still needs to be decided.
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
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#179
Posted 24 December 2011 - 07:07 PM
Pureon, on 24 December 2011 - 06:57 PM, said:
Yes, there aren't enough options exposed to do that very well right now, but in the future it should be the way to adjust things like that. The config file should be powerful enough to produce specific AI play styles, so there could be booming/rushing/... types of AI all sharing the same base logic. Then this can be randomly picked or specified in the game setup.
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
Support Wildfire Games!
#180
Posted 25 December 2011 - 05:34 PM
ribez, on 24 December 2011 - 09:32 AM, said:
I'm a very slow player (the game finished after 2 hours), so maybe the ai players are just tired
but overall the ai has made great improvements since the last alpha release
I played Alpha 8 in oasis 2 alpha 8 for 50 minutes and the same issue propped up .
Qbot was great for the first 35 minutes but the moment I constricted Qbot's territory Qbot fell apart . It ran out of resources and stopped producing units that could defend its position . As a result 6 war elephants was all that it took to destroy Qbot . Apart from that Qbot is a large improvement over Jubot from alpha 7 .
Edited by ac892006, 25 December 2011 - 05:35 PM.
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