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by ato
18 Sep 2009, 14:07
Forum: AI
Topic: NTai High level Overview
Replies: 11
Views: 1438

Re: NTai High level Overview

Nah, it's not actually that expensive as you'd use a scaled-down version of the map. Like you would with a threat map or pathfinding map or whatever. You also don't necessarily have to update it every frame (unless your scouts are insanely fast).
by ato
17 Sep 2009, 06:57
Forum: AI
Topic: NTai High level Overview
Replies: 11
Views: 1438

Re: NTai High level Overview

Interesting read. Thanks for posting. How did your three different scouting algorithms perform in practice? Did the influence maps show an advantage over the other two methods? Or perhaps was it better to focus on the resource points, even just with random checks?
by ato
16 Sep 2009, 12:37
Forum: AI
Topic: New Java AI, HughAI
Replies: 59
Views: 7371

Re: New Java AI, HughAI

The tricky bit is how does one judge whether to allocate units to Offense - which says it needs tanks badly - or to Reconnaissance - which is crying out for spy planes, and so on, so there probably does need to be some central arbitater somehow anyway. Yeah that's something I've been wondering abou...
by ato
15 Sep 2009, 06:27
Forum: AI
Topic: Latest AI Release Versions
Replies: 7
Views: 11905

Re: Latest version sticky

ClojAI

Author: Alex Osborne (ato)
Website: source code
Current status: very early development (doesn't really play yet)
Supported games: BA
Currently verified working games: none yet
Current build: not available
by ato
14 Sep 2009, 15:48
Forum: AI
Topic: AI Ladder, 0.5
Replies: 336
Views: 32594

Re: Idea for someone enterprising: create an AI ladder

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 ent...
by ato
14 Sep 2009, 14:20
Forum: AI
Topic: Java AI Interface for Spring
Replies: 405
Views: 62609

Re: Java AI Interface for Spring

Hmm, with just a "dumb" microbenchmark. I'm definitely seeing an improvement but it's not huge. Proper profiling might yield more useful results though. I'm just doing this in a Clojure REPL: (defn speedtest [#^Unit unit] (time (dotimes [x 10000] (.getPos unit)))) (speedtest comm) ; where ...
by ato
13 Sep 2009, 14:00
Forum: AI
Topic: New Java AI, HughAI
Replies: 59
Views: 7371

Re: New Java AI, HughAI

Clojure sounds very interesting. Kind of Haskell-like it seems? I might give it a quick play, I find playign with FPs quite fun, albeit my productivity with them is quite low ;-) Yeah, it shares a lot of features with Haskell (lazy sequences, immutability, multimethods, nice concurrency stuff), but...
by ato
12 Sep 2009, 05:54
Forum: AI
Topic: Java AI Interface for Spring
Replies: 405
Views: 62609

Re: Java AI Interface for Spring

Since I'm referring to it all the time, I've generated the HTML javadoc for the AI Interface and put it online here:
http://ato.github.com/spring-ai-javadoc/
by ato
12 Sep 2009, 05:05
Forum: AI
Topic: New Java AI, HughAI
Replies: 59
Views: 7371

Re: New Java AI, HughAI

Were you trying to download the map with the SpringLobby torrent client? That almost never works for me. Try springfiles.com instead.

I've added links for E323AI, CransJavaAI and my (planned ie doesn't do anything yet) ClojAI to the wiki list.
by ato
09 Sep 2009, 05:41
Forum: AI
Topic: Skirmish AI: E323AI 3.22.4
Replies: 749
Views: 143188

Re: A new artificial intelligent opponent - E323AI

The downside is that it pre-calculates pathing maps. This does not sound like a good idea. The calculation takes really long, and I doubt users will wait for it to finish; caching it will not really solve the problem My AI is still mostly on the drawing board but I was planning to handle this by do...

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