A challenger appears : Marilyn (Yet-yet another AI)
#61
Posted 24 February 2012 - 12:16 PM
#62
Posted 24 February 2012 - 12:43 PM
@Pureon: that's planned, should not be too hard to do at least basically.
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.
#63
Posted 24 February 2012 - 01:00 PM
BTW: Can you solve the Qbot AI caused by game problem?
#64
Posted 24 February 2012 - 03:10 PM
I'm not sure what you mean by your second question, could you rephrase it?
I've finished updating my attack plans to allow for more precise unit construction (archers, javelins and not only "ranged"), planning for raids. It was a bit of a pain, but it works.
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.
#65
Posted 25 February 2012 - 04:05 AM
#66
Posted 25 February 2012 - 04:38 AM
@ wraitii: Great progress so far! My only suggestion: get this thing to make forts. Lots of them. And archers (or other range units) to go with them. They'll help Marilyn
#67
Posted 25 February 2012 - 07:23 AM
Attached Files
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#68
Posted 25 February 2012 - 09:01 AM
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.
#69
Posted 25 February 2012 - 09:03 AM
wraitii, on 25 February 2012 - 09:01 AM, said:
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Contact me: michaeldhafer[at]gmail.com
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#70
Posted 25 February 2012 - 12:12 PM
#71
Posted 25 February 2012 - 06:28 PM
Actual improvements this time around:
-Attack plans are better, and I implemented a "raid the villagers" type of attack... It's much of a work in progress, like the attack plans in general (this is really the one area that's freakin' hard to implement... No wonder most AIs use "create an army and send it to enemy base" as a means of attacking.). Though not all civilizations will benefit from it (It uses cavalry swordsman, and I think only hellenes have an early access to those. It'll be changed in the next version). Test it out on Oasis.
-Attack plans are now started if the "maximum" amount of units are built.
-Generally more efficiency during attacks for attack plans and defense.
-gatherers should generally stay on their resource for longer, ie the AI will change their task less often.
-Queue manager changed again: more readable, more efficient, more modular (individual plans can be set as "most important"). Generally better and more efficient.
Technical stuff:
-Attack plans use their own queues, and generally rewrote those a lot. More modular now.
-Cleaned up the code further
-In the "reassignIdleWorker", it checks if they did something before and puts this as the top priority. This is good: workers will change tasks less often.
-Tactics can now split and regroup groups after initialization.
I'm not 100% sure every new stuff is bug free, but I playtested it fairly thoroughly, so it should work. Report any bug you encounter, as well as any weird AI reaction.
Download Link
Edit: darn ,still a problem I left over with garrisonning... Replace line 285 of "mil-Tactics.js" by this:
if (!entity || !entity.position())And line 279 also needs to be changed to this:
if (!unit || (unit && !unit.position()) ){
Speed improvements over the economic manager are a bit countered because of the modifications to attack plans, but overall on "time warp" it's still faster than qBot on my computer.
Edited by wraitii, 26 February 2012 - 12:03 PM.
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.
#72
Posted 25 February 2012 - 07:21 PM
I was just thinking, if you have a modular queue manager, you can arrange the queue with a precise formula that will consider all the input to produce the perfect output, but you can make it adaptable, so it will learn during the game (or between games).
Am I making sense or is it a completely different thing?
(Sorry to burst in like that
#73
Posted 25 February 2012 - 07:49 PM
Geek377, on 25 February 2012 - 04:38 AM, said:
Definitely not true. Currently, if you play with AI, it will cause lag. If the lag isn't bad from the beginning of the game, it'll only get worse as the game progresses, since the AI is trying to control more and more of the units it's created.
#74
Posted 25 February 2012 - 09:14 PM
iap, on 25 February 2012 - 07:21 PM, said:
I was just thinking, if you have a modular queue manager, you can arrange the queue with a precise formula that will consider all the input to produce the perfect output, but you can make it adaptable, so it will learn during the game (or between games).
Am I making sense or is it a completely different thing?
I also have very little idea of what the team wants for their AI, though seeing what was already achieved, I think my ideas are not that faraway from theirs.
@Zaggy1024 : indeed.
Edited by wraitii, 25 February 2012 - 09:18 PM.
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.
#75
Posted 26 February 2012 - 01:47 AM
Great work, wraitii, i think this is the way to go.
Latin: Petrus Falco; Literally means 'Stone Hawk'.
English equivalent: ' Peter ';
Undergraduate Computer Scientist by UFCG
Shotokan Karate Adept, 3rd Kyu (Green Belt) & Muay Thai initiate
#76
Posted 26 February 2012 - 02:38 AM
Wildfire Games Project Leader
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#77
Posted 26 February 2012 - 07:12 AM
@Pedro Falcao: yes, she ignores the fog of war... But I made her only detect incoming army in her territory to compensate. LOS I think could be added by some changes in the C++ code (there is support for human LOS, apparently AI LOS is possible to have at some point), but it would increase lag.
Attacking your rams however works as designed... The way the "battle manager" works now is to send units deal with each group of enemy , so your rams were detected a a new group and units were sent.
Edited by wraitii, 26 February 2012 - 08:21 AM.
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.
#78
Posted 26 February 2012 - 10:52 AM
http://pastebin.com/zqpHr7VK
Changing line 285 didn't help
(and debug messages)
0 A.D. Designer / Texturer / 3D Artist
Contact email: pureon{@}wildfiregames.com
#79
Posted 26 February 2012 - 11:19 AM
if (!unit || !unit.position() ){
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.
#80
Posted 26 February 2012 - 11:47 AM
wraitii, on 26 February 2012 - 11:19 AM, said:
if (!unit || !unit.position() ){0 A.D. Designer / Texturer / 3D Artist
Contact email: pureon{@}wildfiregames.com
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