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 Post subject: AI Ladder, 0.5
PostPosted: 14 Sep 2009, 06:26 
AI Coder
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Joined: 17 Oct 2006, 03:14
AI Ladder, v0.5

Release v0.5:
========

Download: for latest release, please check the last few posts in this thread.
For latest tarball from git, you can download from:
http://github.com/hughperkins/ailadder/archives/master

Dev:
===

Source-code: http://github.com/hughperkins/ailadder/

Staging website: http://manageddreams.com/ailadderstaging/
Reload staging db from git (implies purges all data): http://manageddreams.com/ailadderstaging/reloaddb.cgi
Update staging website from git: http://manageddreams.com/ailadderstaging/updatesite.cgi

Original thread initiator:

Idea: create an AI ladder

The way it could work is
- you have a standard map/mod that will be used for all game.
- you have a machine that runs automatically matches between the latest versions of each AI, maybe three matches between each pair of AIs?
- then, there could be either a grid showing which AI beat which AI
- or, possibly some sort of ladder system, ordering the AIs from 1 through to n.


Last edited by hughperkins on 18 Oct 2009, 02:58, edited 9 times in total.

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PostPosted: 14 Sep 2009, 09:58 
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Location: Netherlands
Excellent idea!!. Also it should host the replays somewhere, and maybe the possibility to connect to live games? xD


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PostPosted: 14 Sep 2009, 10:46 
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Joined: 22 Aug 2006, 15:19
would be easier if someone helped hoijui with his headless spring branch.


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PostPosted: 14 Sep 2009, 11:10 
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I can run the actual matches if we get headless spring... and could provide for joining games in progress if I finished my dedicated server clone...


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PostPosted: 14 Sep 2009, 14:08 
Map Creator
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Joined: 10 Mar 2006, 10:24
Location: waiting in line for The Expendables 2
Well, I know just the map for an AI ladder :-)

Image

12x12, wind or solar avaliable, chokes and open area, geo access, no typemaps, largely flat but with kbot only ramps.

I used to do alot of this back when NTAI, KAI, RAI and AAI all worked well.

the general rule should be that AIs can have maphacks but no resource hacks.

This is the current heirachy in BA 1v1ing:

E323AI
KAI
RAI
AAI


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PostPosted: 14 Sep 2009, 14:22 
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Joined: 24 Oct 2007, 03:49
Location: Sydney, Australia
doesn't test their water ability though

what about small supreme battlefield v2?


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PostPosted: 14 Sep 2009, 14:32 
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AIs and water dont mix


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PostPosted: 14 Sep 2009, 14:43 
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if they never play in water they'll never learn to swim.


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PostPosted: 14 Sep 2009, 14:48 

Joined: 09 Sep 2009, 04:32
Eventually we could have a couple of different ladders for different game types once more AIs support them. Something along the lines of:

  • Land + maphack
  • Land + no cheats at all
  • Islands
  • Water

I agree with making the initial test map a small land map with geos and chokepoints, it lowers the bar to entry while still allowing a variety of strategies.


Last edited by ato on 14 Sep 2009, 15:07, edited 1 time in total.

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PostPosted: 14 Sep 2009, 15:02 
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How about creating a webinterface to the server that allows one to create a maplist through which it iterates, select the ai's, and push "go". And after some playing the server returns statistics + demos of the played games to your mail adress via url or something.


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PostPosted: 14 Sep 2009, 19:25 
Spring Developer
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Joined: 22 Sep 2007, 08:51
imbaczek wrote:
would be easier if someone helped hoijui with his headless spring branch.

this!

no use in talking about the other stuff really, its all easy peasy comapred to this.. i would say.


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PostPosted: 14 Sep 2009, 19:53 
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Joined: 14 Sep 2004, 10:32
Location: Cookieland
Sea & AIs

NTai and OTAI both attempted to play games with ships, hovercraft, and submarines to varying lengths

Website

I would rather have a distinction between AIs of different versions, so an AI could appear multiple times in a league, say ABCAI revision 2 holds spot #2 and revision 4 holds #1 because it works better.

I'd also like any such site to be passive, so it didn't actually run the tests itself but collected and displayed them based on win loss statistics sent in.

University & AF

This kind of statistical tool would be very useful for my final year analysis and presentation depending on what I finally do. If somebody can describe how to build the client end, I may do this all as a proof of concept.


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PostPosted: 14 Sep 2009, 20:46 
Redacted
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Error323 wrote:
How about creating a webinterface to the server that allows one to create a maplist through which it iterates, select the ai's, and push "go". And after some playing the server returns statistics + demos of the played games to your mail adress via url or something.

hoijui wrote:
imbaczek wrote:
would be easier if someone helped hoijui with his headless spring branch.

this!

I'll provide code, servers, and magic duct tape if I get a proper headless spring.


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PostPosted: 14 Sep 2009, 22:00 
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How would you detect which AI won the battle?


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PostPosted: 14 Sep 2009, 22:03 
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Joined: 22 Aug 2006, 15:19
patch spring.


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PostPosted: 14 Sep 2009, 22:08 
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Couldnt it be figured out by reading infolog.txt?


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PostPosted: 14 Sep 2009, 22:13 
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Joined: 22 Aug 2006, 15:19
probably yes, but it'd be unnecessarily complex. it'd take about one extra line in spring.


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PostPosted: 14 Sep 2009, 22:15 
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you mean using the autohost loopback?


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PostPosted: 15 Sep 2009, 09:35 
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Joined: 22 Aug 2006, 15:19
nah, just print the surviving/winning teams to the infolog at game over. currently only losers are printed, and they use mod-defined death strings.


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PostPosted: 15 Sep 2009, 14:42 
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Is that not something we can also do in our AIs or in widgets in the meantime? Winning AIs can be inferred sincetheyll be the AIs at the end of the game that did not get lost messages.


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