Skirmish AI: E323AI 3.22.4

Skirmish AI: E323AI 3.22.4

Here is where ideas can be collected for the skirmish AI in development

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Error323
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Skirmish AI: E323AI 3.22.4

Post by Error323 » 13 Jul 2009, 13:26

Stable Release

E323AI v3.22.4 - High Templar

E323AI DLL: HighTemplar
E323AI BUGS: Issues
E323AI SRC: Github

- Error323 & Slogic
Last edited by Error323 on 17 Sep 2010, 22:50, edited 65 times in total.
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[oxnull]Lupus
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Re: A new artificial intelligent opponent - E323AI

Post by [oxnull]Lupus » 13 Jul 2009, 13:32

It would be nice to see AI that can be configurable. So that a newbie can adjust it to be very stupid. And on max level it should rape two veterans at once :P
It should be able to tech when it's appropriate, be able to nuke u or fuck with heavy strategic bombers. Or just rape with bunch of bulldogs.
It must be like a real player :)
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AF
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Re: A new artificial intelligent opponent - E323AI

Post by AF » 13 Jul 2009, 14:39

Yay another AI ^_^ have a cookie!

Your code seems to have more comments than most AIs, but do you have a general overview of how it works, why you think it beats the other AIs, how you view economics, and your stance on how the AI is intended to work in a high level view?
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Error323
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Re: A new artificial intelligent opponent - E323AI

Post by Error323 » 13 Jul 2009, 14:45

-- ignore --
Last edited by Error323 on 16 Jul 2009, 17:48, edited 1 time in total.
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Super Mario
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Re: A new artificial intelligent opponent - E323AI

Post by Super Mario » 13 Jul 2009, 22:09

Just sure you won't stop updating this AI and I will be happy.
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Error323
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Re: A new artificial intelligent opponent - E323AI

Post by Error323 » 13 Jul 2009, 22:36

I definitly won't! :)
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imbaczek
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Re: A new artificial intelligent opponent - E323AI

Post by imbaczek » 13 Jul 2009, 22:50

can't try it out now, but i certainly am happy to see a good ai. i also see room for it in spring master as soon as it support for more than one mod is in. hope other devs agree.
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Error323
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Re: A new artificial intelligent opponent - E323AI

Post by Error323 » 13 Jul 2009, 23:13

imbaczek wrote:can't try it out now, but i certainly am happy to see a good ai. i also see room for it in spring master as soon as it support for more than one mod is in. hope other devs agree.
That would be awesome! Its still far from stable though, but I'm working on it, hard!
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Error323
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Re: A new artificial intelligent opponent - E323AI

Post by Error323 » 14 Jul 2009, 03:27

Version update, see initial post
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Error323
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Re: A new artificial intelligent opponent - E323AI

Post by Error323 » 15 Jul 2009, 01:26

Version update, see initial post
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Umrug
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Re: A new artificial intelligent opponent - E323AI

Post by Umrug » 16 Jul 2009, 11:50

ZOMG YEAH
Can't wait for Spring to update so I can test this one :) ARR
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Error323
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Re: A new artificial intelligent opponent - E323AI

Post by Error323 » 16 Jul 2009, 16:36

Hello again,

Another update v1.34, which opens up a whole new bunch of maps, terrain is now taken into account. I did some more battles against KAIK with it and it won 6 out of 6 on the following maps:
  • DeltaSiegeDry
  • Comet Catcher Redux
  • Barren
  • Karst
  • MoonQ20x
  • SmallDivide
Just saying :roll:

P.S. I recommend ppl who wanna try it, not to play watermaps as it doesn't handle ships yet and if water blocks the way, pathfinding cannot occur. It would be very easy.
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AF
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Re: A new artificial intelligent opponent - E323AI

Post by AF » 16 Jul 2009, 17:31

Why do you think it wins against KAIK in particular?
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Error323
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Re: A new artificial intelligent opponent - E323AI

Post by Error323 » 16 Jul 2009, 17:46

AF wrote:Why do you think it wins against KAIK in particular?
I know of atleast two reasons for that. 1) E323AI hunts down eco, keeping the enemy small. 2) KAIK (often) sends an entire group after one unit, it is very prone to rushing/scouting (especially when the scout keeps running away).
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Super Mario
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Re: A new artificial intelligent opponent - E323AI

Post by Super Mario » 16 Jul 2009, 21:49

Dose it work with BA yet?
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Error323
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Re: A new artificial intelligent opponent - E323AI

Post by Error323 » 16 Jul 2009, 22:45

Super Mario wrote:Dose it work with BA yet?
After I read ur post I started testing that, and it works :D however there are some minor lose ends. First of it works only in the master so I need to release a new version before its playable. Second the AI assumes anti-air units can also shoot @ ground. This is not the case in BA (only in XTA) so all it attacks with now are fleas.
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AF
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Re: A new artificial intelligent opponent - E323AI

Post by AF » 16 Jul 2009, 23:11

So its your two pronged approach in identifying attack groups of the two types, main offensive, and harassment, that you believe is responsible, in that the other AIs have no concept of harassment and are nto designed to deal with these threats as such in some AIs this is a fatal flaw, e.g. KAIK?

I take it then your harassment is basically small groups of fast units that pick off economy then pull back when enemy forces appear?
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Error323
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Re: A new artificial intelligent opponent - E323AI

Post by Error323 » 17 Jul 2009, 00:05

Well the AI's have defense, but its not that effective against raids. This is also very hard to defend and should be done at all times, as E323AI will keep on raiding during the game.

I think for humans this is also horrible to counter, as static defense takes a lot of resources and dynamic defense can't be everywhere at once. So to that respect I think its an all-round strategy.

The reason E323AI wins is that it is seldom attacked because of the raids, making it able to keep on expanding. Though a defect in E323AI is that it doesn't defend at all. This is on the TODO list.
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DJ
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Re: A new artificial intelligent opponent - E323AI

Post by DJ » 17 Jul 2009, 10:45

Firstly great to see another AI in the making!

I think your raiding strategy is excellent and will work well against AI's and humans. In terms of AI vs humans can it use many different raiding parties? This could be particularly effective as micro management is one of the few advantages AI's can have over humans.

Can't wait to see it in action.
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aegis
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Re: A new artificial intelligent opponent - E323AI

Post by aegis » 17 Jul 2009, 11:14

a list of micro scenarios would be pretty cool - even as far as to rank different unit attributes for effectiveness and determine counters.

defending unit turns slowly but has longer-range turrets capable of facing the rear and is faster than the attacking units?
retreat at a strategic angle before they are within attacking distance but still in your range.

remember seeing a stationary building out of radar/sight range but not weapon range?
force attack.

enemy base has towers?
check attack ranges and sneak in using their buildings as cover.

horde of weak but high dps units incoming?
detonate an llt, energy storage, or even a lab at just the right time to kill the majority.

choke points?
build twilights for emp mines.

scouted and there's no anti-air?
air transport + high dps.
(combomb was so last year)

unit A has a damage bonus vs unit B, which the enemy has built plentifully?
spam unit A.

playing speedmetal?
spam fleas.

etc.
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