List of AI

List of AI

Here is where ideas can be collected for the skirmish AI in development

Moderators: hoijui, Moderators

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playerO1
Posts: 57
Joined: 25 Jun 2014, 15:22

List of AI

Post by playerO1 »

Hello. I see too many people making AI for spring. Let's write about your AI in here.
Say about your bot.
BOT name, code language:
Support mod/map: BA,TA, NOTA, Zero-K, other; normal map, metal map, non-metal map, water, ground, mixed, other.
AI features: what your bot better from other bots (features)?
Develop stage: into beginning, 50% can work, full release complete.
Link to bot web-page:
Why did you start writing a bot?
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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: List of AI

Post by PicassoCT »

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Last edited by PicassoCT on 31 Aug 2014, 20:14, edited 1 time in total.
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Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Re: List of AI

Post by Anarchid »

Name, code language: ZKGBAI (java)
Supported mod/maps: ZK only on discrete metal spots, only cloakyfac.
AI features: macro-oriented to abandonment of all else. Minimal strategical target analysis, limited use of threatmaps. Minor attempts at predicting enemy expansion. Non-cheating. Almost completely ignores tactics, sends units single-file.
Stage: medium, currently somewhat discontinued due to reaching relative equilibrium with ZKMBAI.
URL: https://github.com/Anarchid/zkgbai
Why did you start writing a bot: because i was frustrated with ZK CAI failing at eco and wanted a native AI for automated stress-testing (which CAI couldn't provide, being synced Lua AI)
Last edited by Anarchid on 31 Aug 2014, 19:09, edited 1 time in total.
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PepeAmpere
Posts: 589
Joined: 03 Jun 2010, 01:28

Re: List of AI

Post by PepeAmpere »

playerO1 wrote:Hello. I see too many people making AI for spring. Let's write about your AI in here.
Isnt it duplicate for this http://springrts.com/phpbb/viewtopic.php?f=15&t=19583 thread, which was lost in Bla-spam in this section ;) + unpined by knorker :mrgreen:

There would be enough to make it header thread + delete this duplicate.
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Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Re: List of AI

Post by Anarchid »

5 years is a lot of difference, though.
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PepeAmpere
Posts: 589
Joined: 03 Jun 2010, 01:28

Re: List of AI

Post by PepeAmpere »

Why this Frozen Throne has to always oppose me. :twisted:
playerO1
Posts: 57
Joined: 25 Jun 2014, 15:22

Re: List of AI

Post by playerO1 »

I see that old topic contain work AI, who add on Spring by defauld now. On this topic we can wrote about not fully complite AI. Then when they can work fine we can copy of some AI to you'r old topic and this topic will be delete.
I think we can do some flud in this topic :-)
gajop
Moderator
Posts: 3051
Joined: 05 Aug 2009, 20:42

Re: List of AI

Post by gajop »

Hmm, I think a new thread would make more sense seeing as most AI devs from the old one are inactive.
playerO1
Posts: 57
Joined: 25 Jun 2014, 15:22

Re: List of AI

Post by playerO1 »

BOT name, code language: FieldBOT (Java)
Support mod/map: BA,TA/RD, NOTA, (not full support: Zero-K, Evolution RTS); non-metal map, metal map, normal map (not best), water field/ground field.
AI features: Do optimized economic, very optimized tech up (know about T1.5 level on TA/RD, take info about morphing command from cmdToolTip text), team resource and unit sharing, know some text chat command and team map label.
Develop stage: 89% economic control finish, 15% army control; can work, have some alpha-relase.
Link to bot web-page: https://github.com/playerO1/FieldBOT
Why did you start writing a bot: I see that no one bot can't play on non-metal map with mod TA.
I see that this small game world depends from economic rules and have limited controls variants, then it was nice to further math optimization methods. With some math method can found how absolute minimize time for some target (minimal tech up time, maximum profit).
I want for BOT can win vs expert players, or at least, to develop the economy is not worse than they are. I don't know AI for fast load with TA mod (ower 800 UnitDefs) and can execute tech up to take much economic profit, or army power.
Last edited by playerO1 on 18 Oct 2014, 21:00, edited 5 times in total.
gajop
Moderator
Posts: 3051
Joined: 05 Aug 2009, 20:42

Re: List of AI

Post by gajop »

If no one minds I'll cleanse this thread of non-AI items by Monday.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: List of AI

Post by FLOZi »

BOT name, code language: SpamBot (lua)
Support mod/map: MCL & MCL Supported Maps
AI features: It can play MCL! Ordering dropships and using run+jump tactics with jump mechs, and 'perking' mechs when they kill enemies.
Develop stage: Playable.
Link to bot web-page: http://sourceforge.net/p/mwspring/code/
Why did you start writing a bot? Because no other bot could do anything in MCL at all due to the unique unit ordering system.
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Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: List of AI

Post by Silentwings »

BOT name, code language: Mission Constructors AI, Lua synced gadget
Support mod/map: BAR Missions only
AI features: It makes constructors walk around doing faintly sensible things, like reclaiming, repairing, rebuilding dead stuff, making defence/bases, etc. (Since it's just for missions, non-constructor units choose from random sets of mostly scripted-ish orders and don't need much of an AI.)
Develop stage: 75% complete
Link to bot web-page: Currently not online anywhere, sorry.
Why did you start writing a bot? Because it adds variety to the way the mission evolves and giving constructors scripted orders made them look extremely dumb.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: List of AI

Post by knorke »

lamer
Posts: 153
Joined: 08 Mar 2014, 23:13

Re: List of AI

Post by lamer »

Name, code language: CircuitAI (C++)
Supported mod/maps: ZK only on discrete metal spots, cloakyfac&strider, requires engine >= 100.0.
AI features: pattern AI atm. Sends units one by one into battle. Non-cheating.
Stage: 65%, playable.
URL: https://github.com/rlcevg/CircuitAI (no documentation)
Project reason: learning C++, data structures, algorithms. Aiming at epic strategical target analysis in some distant future.
Thanks go to: zkgbai, zkmbai, Shard, RAI for starting point.
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