Search found 13 matches
- 23 Feb 2010, 15:36
- Forum: AI
- Topic: Instantly remove units
- Replies: 18
- Views: 2794
Re: Instantly remove units
And, if anyone is interested, here is the battle-simulator AI: http://github.com/allanmc/BattleSim/ It requires the above mentioned patch, which is included in this Spring fork: http://github.com/initram/springheadless/ If two instances of the AI is added to a game, they will simply fight 225625 bat...
- 23 Feb 2010, 14:29
- Forum: AI
- Topic: Instantly remove units
- Replies: 18
- Views: 2794
Re: Instantly remove units
If anyone's interested, i solved the problem by allowing the AI to send console commands using the chat (just as the user can). The small change to rts/ExternalAI/AICallback.cpp can be seen here:
http://github.com/initram/springheadles ... 5ac#diff-0
http://github.com/initram/springheadles ... 5ac#diff-0
- 19 Feb 2010, 14:55
- Forum: AI
- Topic: Instantly remove units
- Replies: 18
- Views: 2794
Re: Instantly remove units
>_< That's practically what my widget does, except with mine the AI wouldn't even need to write "luarules" between the "/" and the command. Well just almost - the problem with using your function as-is, is that the AI's chat lines didn't match your regex: <SkirmishAI: BattleSim ...
- 19 Feb 2010, 14:11
- Forum: AI
- Topic: Instantly remove units
- Replies: 18
- Views: 2794
Re: Instantly remove units
Thank you very much, yet again zwzsg! Your code showed me how to let Lua parse AI chat commands. And no, as far as i know, there isn't any direct way to access Lua commands from the C++ AI interface, but i might have missed something. Nevertheless, based on your code, i made this simple code, which ...
- 19 Feb 2010, 12:10
- Forum: AI
- Topic: Instantly remove units
- Replies: 18
- Views: 2794
Re: Instantly remove units
I now tested it, and it looks very good. Great that we don't have to wait for the explosions! However, one problem is remaining. Is there any way to activate such a lua command from the AI? I tried sending the command by using "COMMAND_SEND_TEXT_MESSAGE", but that just makes the AI write t...
- 19 Feb 2010, 11:07
- Forum: AI
- Topic: Instantly remove units
- Replies: 18
- Views: 2794
Re: Instantly remove units
Thank you very much for your Lua inputs. We will try to see if we get better results with that approach, instead of hacking in the engine 

- 18 Feb 2010, 10:19
- Forum: AI
- Topic: Instantly remove units
- Replies: 18
- Views: 2794
Re: Instantly remove units
Well, our very-much work-in-progress AI is actually public , but it is not at all a usable AI, since we are just using it to do research in som specific areas, and hence it actually does not play the game. We are writing both papers and reports, but just as the current AI, they are not about a compl...
- 16 Feb 2010, 14:16
- Forum: AI
- Topic: Instantly remove units
- Replies: 18
- Views: 2794
Instantly remove units
Hi, To do numerous battle simulations in a row, we use the command COMMAND_UNIT_SELF_DESTROY to destroy surviving units from the previous battle, in order to be ready to simulate the next battle. To initiate the next battle, we can spawn new units instantly using the command COMMAND_CHEATS_GIVE_ME_N...
- 03 Nov 2009, 14:46
- Forum: AI
- Topic: Feature request: Remove unit cheat and/or Reset/restart game
- Replies: 8
- Views: 1235
Re: Feature request: Remove unit cheat and/or Reset/restart game
How did you define the states? What actions have you got? What is the reward function? What RL algorithm are you using specifically? (Q-Learning, Sarsa,...) Hi Error, This AI is part of a Master Thesis in Software Engineering, which i am doing along with three other people (on this forum: allanmc, ...
- 03 Nov 2009, 13:45
- Forum: AI
- Topic: Feature request: Remove unit cheat and/or Reset/restart game
- Replies: 8
- Views: 1235
Re: Feature request: Remove unit cheat and/or Reset/restart game
Thanks for the tips!
I am not familiar with the posibilities of LuaRules in Spring, so what exactly would be possible with such a script?
I am not familiar with the posibilities of LuaRules in Spring, so what exactly would be possible with such a script?
- 03 Nov 2009, 13:03
- Forum: AI
- Topic: Feature request: Remove unit cheat and/or Reset/restart game
- Replies: 8
- Views: 1235
Feature request: Remove unit cheat and/or Reset/restart game
We are developing an AI with RL (Reinforcement Learning). When using RL we need to train the AI throughout several thousand games. For this purpose we use the headless spring, which works very well. However, it is a problem that you can't directly reset a game from the AI. This means that you need t...
- 26 Oct 2009, 14:35
- Forum: AI
- Topic: Determine unit-exit of Labs
- Replies: 2
- Views: 693
Determine unit-exit of Labs
How is it possible to know from which side of a lab the produced units exit? This is relevant information when trying to construct a base without constructing buildings at locations which would block a lab. It seems like this could previously be achived by accessing the YardMap of a the lab, but it ...
- 30 Sep 2009, 10:20
- Forum: AI
- Topic: AI option values?
- Replies: 1
- Views: 417
AI option values?
I am developing an AI for Spring, and would now like to allow it to read some settings from a configuration files. I would believe that AIOptions.lua is meant to be used for this? I am using the new C++ interface, and can very well read from the AIInfo.lua file using the following command: Info::Get...