qBot (yet another AI)
#201
Posted 04 March 2012 - 02:25 PM
so they would act like "personalities". imagine a game-mode in which you choose "random AIs" and you will play against several AI-Opponents (or Allies)... only during more and more gametime you will ascertain against or with which you will play.
to me this a neat kind of evolution concerning RTS-AIs
Miles Davis
#202
Posted 04 March 2012 - 02:37 PM
JuliusColtranePille, on 04 March 2012 - 02:25 PM, said:
so they would act like "personalities". imagine a game-mode in which you choose "random AIs" and you will play against several AI-Opponents (or Allies)... only during more and more gametime you will ascertain against or with which you will play.
to me this a neat kind of evolution concerning RTS-AIs
I'd agree. Turtle, Raid, Cavalry, Infantry, Expand, Defend, Navy, Land, Ranged, Melee - all of these and more can influence the way an AI acts during a match. I also think we should soon begin to create Easy and Medium difficulty varieties - we've had quite a few comments about the AI (qBot) already being too difficult for beginners.
But for all of this we need time - or more volunteers
0 A.D. Designer / Texturer / 3D Artist
Contact email: pureon{@}wildfiregames.com
#203
Posted 04 March 2012 - 02:46 PM
Pureon, on 04 March 2012 - 02:37 PM, said:
But for all of this we need time - or more volunteers
i think jubot is quite beatable (it has to be mentioned; that it was and is the most stable of the AIs, though)
Miles Davis
#204
Posted 15 March 2012 - 12:44 PM
#205
Posted 16 March 2012 - 04:25 AM
Also, can you just implement a cap to how many female villagers qBot will train? It always seems to have around 50 but hardly any actual troops.
Edited by tribalbeat, 16 March 2012 - 04:26 AM.
#207
Posted 18 March 2012 - 02:17 PM
tribalbeat, on 16 March 2012 - 04:25 AM, said:
Also, can you just implement a cap to how many female villagers qBot will train? It always seems to have around 50 but hardly any actual troops.
same here! really strange. was on a small map "forest"
Miles Davis
#208
Posted 18 March 2012 - 02:39 PM
JuliusColtranePille, on 18 March 2012 - 02:17 PM, said:
It's a known issue. Happens frequently when qBot's base is close to your base.
0 A.D. Designer / Texturer / 3D Artist
Contact email: pureon{@}wildfiregames.com
#209
Posted 18 March 2012 - 06:21 PM
qBot doesn't train any military units after loosing all in a raid.
Wildfire Games Random Map Designer, Low-level Programmer
Contact me: myops37@yahoo.com
Support Wildfire Games!
#210
Posted 19 March 2012 - 03:00 AM
I didn't notice this right away, because I usually leave a gap open in my walls to take advantage of the AI. But I soon realized that if I completely wall off my base, they just stop acting aggressively, and will only move into action if I delete one of my walls (even if only for a few seconds before I build a new one). Once their attack has run its course, a new attack won't come until I make a new gap in the walls again.
#211
Posted 20 March 2012 - 03:46 PM
does the qbot do different stratagies with different civs or are the celts the most devoleped civ or is it my problem not destroying them early enough?
#212
Posted 20 March 2012 - 05:35 PM
The farms issue is annoying, I had hoped that I had solved that but I shall put some stronger checks it so that it never tries to gather from other players farms.
qBot doesn't use different strategies for different civs, its default strategy might be better suited to celts though. I don't know the civs well enough to tell you.
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
Support Wildfire Games!
#213
Posted 25 March 2012 - 07:11 PM
sorry was too busy with personal life
#214
Posted 25 March 2012 - 08:55 PM
Pureon, on 04 March 2012 - 02:37 PM, said:
But for all of this we need time - or more volunteers
Yes, QBot is VERY difficult for _BEGINNERS_:
Example: I BEGIN the game with a qbot ai and the game IMMEDIATLY stalls/freezes.
It is thus VERY hard to BEGIN!
#215
Posted 25 March 2012 - 10:43 PM
infyquest, on 25 March 2012 - 07:11 PM, said:
sorry was too busy with personal life
Hey again, nice to have you back. You picked a fairly bad time however, basically I am, in the middle of transitioning to the new API. Currently I have fixed all of the errors that popped up due to changes to the API and an working on making everything use the new API functions consistently. This should make the code cleaner and nicer to work with while keeping performance similar. Also I will be pretty inactive until about Friday because I have friends coming to visit.
The extra functions interfacing with UnitAI aren't written yet but these should be simple and quick to add. The terrain related functions will probably take a bit longer.
nocompile, on 25 March 2012 - 08:55 PM, said:
Example: I BEGIN the game with a qbot ai and the game IMMEDIATLY stalls/freezes.
It is thus VERY hard to BEGIN!
This is due to the bot doing some basic terrain analysis at the start of the game.
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
Support Wildfire Games!
#216
Posted 26 March 2012 - 02:38 PM
quantumstate, on 25 March 2012 - 10:43 PM, said:
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com
Also the world's only three-dimensional poodle.
#217
Posted 26 March 2012 - 07:09 PM
quantumstate, on 25 March 2012 - 10:43 PM, said:
The extra functions interfacing with UnitAI aren't written yet but these should be simple and quick to add. The terrain related functions will probably take a bit longer.
I too would be not much free the next week.
I might be probably be put some time into qBot in 2nd or 3rd week of April
By then I hope the new api goes in. So I can work on the new api on qbot
#218
Posted 07 April 2012 - 08:24 AM
I will wait till technologies you are working goes into the tree.
After that is it possible to add terrain detection functions in the core
#219
Posted 08 April 2012 - 08:35 AM
infyquest, on 07 April 2012 - 08:24 AM, said:
Some ideas for things which could be implemented:
#1258 needs looking into. My recent changes have probably broken the test case though so it might be better to pick out an older revision and use that. May be quite tricky to debug since it is very rare.
Limit the number of workers gathering from each resource, so that we don't get idle units because they can't all fit round a mine.
Make gatherers gather from resources based on their gather rates. So females should gather from farms and citizensoldiers should focus on mining and wood, etc. It should read the values from the templates for flexibility. One idea is to keep the code as it is now and then put in some code to swap a pair of units when this would give more efficient gathering.
Related to the previous idea is to get units to deposit resources they are carrying. This saves wasting resources when a unit changes tasks.
Quote
Do you mean terrain analysis stuff like http://www.wildfireg...=0 ?
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
Support Wildfire Games!
#220
Posted 08 April 2012 - 08:46 PM
The terrain analysis stuff....
a) for detecting water based terrain (to place docks)
this help's in implementing a naval variant of qBot
Edited by infyquest, 08 April 2012 - 08:52 PM.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users












