Holy shit.
This is an RTS AI builder's dream come true, provided the API is half-decent...
I'm downloading everything and reading up, might have to make it my 20% project
Search found 1050 matches
- 26 Jan 2010, 01:47
- Forum: AI
- Topic: Off-topic: Starcraft AI competition
- Replies: 4
- Views: 1353
- 27 Jan 2009, 13:49
- Forum: AI
- Topic: State of the Nation
- Replies: 25
- Views: 3567
Re: State of the Nation
Thanks for the feedback guys (feel free to keep it coming!) Regarding #2: afraid not, the tag forest has only grown bigger. Too bad! This really makes it hard to provide universal support, and specializing is a bad idea. This is especially true when a mod can be the most popular today and not played...
- 23 Jan 2009, 16:01
- Forum: AI
- Topic: State of the Nation
- Replies: 25
- Views: 3567
State of the Nation
Hey guys, Its been ages since I've been around these forums, played spring etc... For those that don't know me, I was the guy who started KAI (now called KAIK?). I am applying for my Master's degree, and suddenly the prospects of working on a serious AI became attractive once again, as I need a larg...
- 17 Aug 2007, 18:32
- Forum: AI
- Topic: KAIK 0.13 Unofficial (Spring 0.80.5*)
- Replies: 322
- Views: 58183
Wow, someone actually managed to make sense of my messy, uncommented code! very nice :-) Whats the d-gunning routine like? Id upload my code for predictive dgunning (remember the video i made of it hitting planes/jeffys with it?) but a hard disk failure wiped all my old code... If you have questions...
- 07 Nov 2006, 11:29
- Forum: AI
- Topic: Request for Advanced Formation AI
- Replies: 41
- Views: 5531
It is feasible cpu-wise, its not really all that computationally expensive or that hard to work in most maps (a lot of games have this implemented by default), though the idea itself is pretty useless. A formation as such is expensive, slow, vulnerable to AOE, predictable and ultimately useless due ...
- 01 Nov 2006, 17:18
- Forum: AI
- Topic: Common AI failed strategies/tactics we've all seen so far
- Replies: 25
- Views: 3536
- 31 Oct 2006, 15:16
- Forum: AI
- Topic: Common AI failed strategies/tactics we've all seen so far
- Replies: 25
- Views: 3536
- 30 Oct 2006, 22:38
- Forum: AI
- Topic: Common AI failed strategies/tactics we've all seen so far
- Replies: 25
- Views: 3536
- 30 Oct 2006, 18:26
- Forum: AI
- Topic: Common AI failed strategies/tactics we've all seen so far
- Replies: 25
- Views: 3536
- 30 Oct 2006, 18:25
- Forum: AI
- Topic: KAI status and future
- Replies: 59
- Views: 8644
from a pm i sent to sub: First it needs to generate the chokepoint map. This is done in CreateDefenseMatrix() (in pathfinder.cpp) by finding the starting positions on frame one, checking for all units on the map. Since only comms exist the units returned are in the start locations. It then pathfinds...
- 30 Oct 2006, 12:38
- Forum: AI
- Topic: KAI status and future
- Replies: 59
- Views: 8644
Krogoth, I attempted to integrate the chokepoint and defence placement into NTai and found I had to eventually copy over 95% of KAI to get it to compile. You cant just copy and paste bits of code and expect it to work on a completely different AI. I said use not copy-paste. The idea is you see how ...
- 29 Oct 2006, 00:09
- Forum: AI
- Topic: KAI status and future
- Replies: 59
- Views: 8644
- 28 Oct 2006, 23:58
- Forum: AI
- Topic: Common AI failed strategies/tactics we've all seen so far
- Replies: 25
- Views: 3536
KAI does 1,2,4,5,6 and 10 to some extent. 7 makes no sense to me, 4 takes a lot of effort to do it properly (no subs in ponds etc). Finally 8 and 9 take too much CPU power and coding/testing time to be anyone's priorities. The main issues with AI's in my eyes are their poor: 1- expansion/economy 2- ...
- 28 Oct 2006, 23:47
- Forum: AI
- Topic: KAI status and future
- Replies: 59
- Views: 8644
KAI is most likely dead, so your best hope is the other AIs... And to make it clear: Feel completely free to use KAI code on your AI's guys, i dont care if there is or isnt a message at startup, or even a comment in the code (though that would be polite). So please at least use the defence placement...
- 28 Oct 2006, 12:06
- Forum: AI
- Topic: [AI: KAI] Why it dont work with 0.73b1?
- Replies: 25
- Views: 4514
- 22 Oct 2006, 03:12
- Forum: AI
- Topic: KAI opensource?
- Replies: 24
- Views: 4051
- 17 Oct 2006, 13:40
- Forum: AI
- Topic: KAI opensource?
- Replies: 24
- Views: 4051
- 16 Oct 2006, 18:53
- Forum: AI
- Topic: AAI 0.76 released
- Replies: 181
- Views: 40699
- 16 Oct 2006, 18:52
- Forum: AI
- Topic: AAI 0.76 released
- Replies: 181
- Views: 40699
- 15 Oct 2006, 11:04
- Forum: AI
- Topic: KAI opensource?
- Replies: 24
- Views: 4051