AIs cant tell wether enemy players are human or AIs unless they're programmed to search through script.txt. And even then they cant distinguish all the time.
Joined: 12 Apr 2008, 12:19 Location: Oxford, United Kingdom
AF wrote:
AIs cant tell wether enemy players are human or AIs unless they're programmed to search through script.txt. And even then they cant distinguish all the time.
The point isn't that it should be able to distinguish -- the point is that there's a problem that means that AIs aren't getting the same information back when playing against other AIs, compared to humans.
The current RAI is kinda passive about defending its territory, as long as it's buildings aren't being damaged and it hasn't gathered enough units it won't attack. This problem is probably a lot more noticeable for AI vs AI since AIs tend to expand as much as possible, even into each other's territories.
did you mean for enemies or allies? For allies this issue is more or less be solved. For enemies it's not as simple since they may simply be guarding it rather than using it.
Right now it is set up to search for ally extractors within half the extractor radius from the metal spot. But if you are referring to maps with off-center building positions then extractors are often only detected in the upper left area of the spot.
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
Ally AI's always build mexes next to mine. As upgrading the mexes replaces the unit, that causes a biiiig problem, because once the original mex gets replaced, the AI mex gets priority.
simply replacing an extractor shouldn't prevent it from detecting a newly built one. So, I'm still not clear on the problem you are trying to describe. Just to eliminate my suspicions for good, when they build extractors next to you, is it built to the upper-left of your extractor's position?
yeah, I was about to edit the beginning of my last post... oh well
The issue that is bothering me is that I can't think of a case where my AI would built extractors next to ally extractors in the first place. Just to clarify, AIs tend to think that a metal spot's center position is farther off to the top-left, so to me this sounded like the issue is that his extractors were just too far away to be detected.
yeah.. its fixed in the next version. Its really more an issue of the metal algorithm choosing bad positions, I just didn't want to make a false claim if something else were broken.
With ally AIs I just get into the habit of building them off-center in the same way, in RAI's case it is willing to build around a position to some extent but detects other extractors to the same extent, most other AIs will give up if the exact metal position it choose could not be built at.
Before I start making any more major changes, I figured it would be best get this released, there's no telling how long it will be before my AI is stable again. Since the last version I had been trying to rework and/or expand a lot of the older code, but you probably won't notice a great deal of change since the economy and unit behavior are almost identical. Rather than my AI doing anything new in version, this release is more of an issue of all the stupid things it won't do anymore.
Hi, where does it say how to install this? I am new and I've got no idea where to put the dll. I wished you had included a readme file along with the dll.
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