Search found 835 matches
- 10 Nov 2005, 18:43
- Forum: AI
- Topic: 2 preview pics of AAI
- Replies: 49
- Views: 6988
- 10 Nov 2005, 09:04
- Forum: AI
- Topic: 2 preview pics of AAI
- Replies: 49
- Views: 6988
- 08 Nov 2005, 21:48
- Forum: AI
- Topic: 2 preview pics of AAI
- Replies: 49
- Views: 6988
probably i should consider it beeing a complement that aai will crush all other ais - but i just showed you nothing more than two pictures. so keep cool and avoid predictions that are not supported by facts besides zaphod surely is not jealous and he helped me a lot, without his advice it would have...
- 08 Nov 2005, 13:05
- Forum: AI
- Topic: Message to AI Creaters
- Replies: 11
- Views: 2183
i dont think there would be any benefit at all; each ai is based on a different philosophy and we all code in a very different way. there is very few common ground as there aren´t any rules how to make an ai. its not about just putting together several parts... i often discuss things with zaphod;...
- 08 Nov 2005, 07:16
- Forum: AI
- Topic: 2 preview pics of AAI
- Replies: 49
- Views: 6988
dont overestimate learning effect right now, i hope to be able to improve that in the future. in the beginning, all units are considered equally effiecient against other unit categories; it saves its updated values after each game, so after some time, pewees or aks get much lower eff. values - stump...
- 07 Nov 2005, 21:25
- Forum: AI
- Topic: 2 preview pics of AAI
- Replies: 49
- Views: 6988
- 07 Nov 2005, 21:21
- Forum: AI
- Topic: 2 preview pics of AAI
- Replies: 49
- Views: 6988
AAI doesnt use any predefined buildscripts or hardcoded unit defs at all; it reads everything it needs directly from the unit definitions and sorts units into groups (like mexes, power plants, scouts, etc.) the only thing it has to know is the name of the starting units of every side; i tested it wi...
- 07 Nov 2005, 21:13
- Forum: AI
- Topic: 2 preview pics of AAI
- Replies: 49
- Views: 6988
2 preview pics of AAI
These are two pictures of the first working (= builds units and tries to attack enemy) version of my ai called AAI i hope to be able to release a first version soon after the release of the next ta spring version (which comes with my extended ai interface) http://www.fileuniverse.com/images/AAI%201_...
- 07 Nov 2005, 21:04
- Forum: AI
- Topic: spectating AI vs AI
- Replies: 6
- Views: 1569
- 07 Nov 2005, 20:44
- Forum: AI
- Topic: spectating AI vs AI
- Replies: 6
- Views: 1569
spectating AI vs AI
It may be very stupid to ask, but i want my ai to fight vs another ai; so if i add 2 ais in the spring client and select spectator for myself, the start button becomes deactivated...
- 06 Nov 2005, 20:13
- Forum: AI
- Topic: NTAI 0.26 + Other goodies
- Replies: 19
- Views: 3035
- 03 Nov 2005, 20:26
- Forum: AI
- Topic: Detecting which unit killed another one
- Replies: 8
- Views: 2134
- 27 Oct 2005, 15:23
- Forum: AI
- Topic: Detecting which unit killed another one
- Replies: 8
- Views: 2134
- 27 Oct 2005, 13:51
- Forum: AI
- Topic: Detecting which unit killed another one
- Replies: 8
- Views: 2134
ok agreed, but this still only provides my ai with information about enemy killers, it´s necessary to get the own killers as well... theres only enemydestroyed(int enemy), but i don´t know how to get the killer from that edit: its not absolutely necessary, but it´ll take more time to get se...
- 27 Oct 2005, 13:28
- Forum: AI
- Topic: Detecting which unit killed another one
- Replies: 8
- Views: 2134
that means i would have to check it every time, damage is beeing dealt to a unit - isn´t that a waste of cpu power? at first, i wanted to keep it very simple: if a unit gets killed by another type, the effincy of the killer is increased a little bit and vice versa for the killed unit. the increas...
- 27 Oct 2005, 13:17
- Forum: AI
- Topic: Detecting which unit killed another one
- Replies: 8
- Views: 2134
Detecting which unit killed another one
To be able to implement some basic learning system for my ai, i want the ai to store information about which unit types get often killed and which often kill others. the first thing is not a problem, but is there any way to do the second one? there is EnemyDestroyed(int enemy), but theres no direct ...
- 25 Oct 2005, 19:32
- Forum: AI
- Topic: GetUnitDef(int id) causing trouble
- Replies: 2
- Views: 1085
- 25 Oct 2005, 18:54
- Forum: AI
- Topic: GetUnitDef(int id) causing trouble
- Replies: 2
- Views: 1085
GetUnitDef(int id) causing trouble
GetUnitDef(int id) return a null pointer when called during initialization of an ai
however, GetUnitDef("ARMCOM") works fine for me; is it possible that the unit ids are not set when spring ai intefrace calls InitAI() ??
however, GetUnitDef("ARMCOM") works fine for me; is it possible that the unit ids are not set when spring ai intefrace calls InitAI() ??
- 21 Oct 2005, 11:52
- Forum: Off Topic Discussion
- Topic: Single most retarded statement I have ever heard...
- Replies: 32
- Views: 3270