You coded AI bits in JAVASCRIPT.
Holy. Fucking Shit.
That's the most Franeksteinesque creation i've ever seen

Moderators: hoijui, Moderators
I've been trying to do that for months now. By making the command decisions in such a manner that the lesser AI's start the spammed commands, instead of being forced to issue each individual command from a single high level AI.Argh wrote:As AI devs have already been finding, trying to micro-control their units through spamming out commands just leads to lag as the AIs tie up the network, so it's only a matter of time before AI developers try to figure out how to "bunch" commands into a single sub-behavioral command that runs as an autonomous GroupAI or a series of timed steps to prevent flooding. The more I see, personally, the more I think that a GroupAI approach, that is optimized for a certain sub-behavioral model, is probably going to work for solving certain problems.
That's an incorrect way of looking at this. What AIs are doing is looking at the "world" in a way that is completely different than the way that human beings are, but attempting to arrive at similar results. AIs do not "see" the map- they "see" a threat grid/matrix/whatever. AIs don't "see" mexes, they see a series of weights in an array. AIs don't "see" their placement of factories, they just see the resulting pile of outputs, in the form of units, and call for more inputs, in the form of factories, if they can afford it. Which is, to be sure, one of the problems with current AIs, but it says a lot more about the cruddy design of the factories/yardmaps from OTA/XTA/AA than it does about anything the AI devs are doing- who's bright idea was it to have a factory with one, limited exit-point, anyhow? CAVEDOG's! Was that stupid? YES. Has any major mod fixed this? NO. Why? I do not know. I will be making factories for a mod, and they will NOT look stupid, nor will they have a yardmap that makes it likely for units to get stuck in them... ever. So there.the ai's that you see now dont consider half the decisions a human does , in wich some are higly complex and therefore consume a lot of cpu.
1. It would, if created by an AI dev who was willing to share their sourcecode, be a valuable learning experience for everybody.btw why do you want an ai that porcs ?
Mark my words.btw i think u dont understand the concept but an ai can do whatever a human can
my ai, you will most likely allways defeat without much trouble...If you ever put your still-vaporware AI onto this 'site
lol.. you either never coded or just dont put questions to yourself ..As for splitting an attack while in progress... that takes very little coding skill.
oh btw about the groupAi and cpu consuming its pretty much the same thing whether the code is in the main ai or it has a groupAi supporting that code.GroupAI to them that will keep them from wandering off and not meeting objectives
if for one single example you dont, and if you keep taking the smoth decision that doesnt take the whole package with it when you put each skill you coded on that way all together the whole ai strength will be affected in a noticable way (one doesnt make a diference but all together they do).You don't need to simulate the whole decision-making process of a human to achieve like results
That's part of the Reason for the G.O.D. Instead of being forced to change each individiual piece, you can simply change the command structure there, and it'll adjust. Ryhoss for example, instead of building Water units, would simply build land units as both. Wormhole's AC/DC would build Air units instead of water, with ground units on land.Argh wrote:I'm probably overly repeating myself here, Triaxx, but:
1. What if a mod is running where one side doesn't have water units at all, and can only build hover or air?
2. What if one side has only one NON-water unit- the Commander?
3. What if the mod doesn't require resource harvesting as a rule of play (such as NanoBlobs)?
These sorts of scenarios (and these are just major chords here, not symphonies, if you follow me) are why we need G.O.D. level behaviors to be controllable through scripting language approaches, imo. If I, as a mod developer, then hand off control from G.O.D. to behavioral GroupAIs that have some ability to accept some switches/variable states... then we're cooking with gas, because I don't need micro-level control over every unit, all the time- just a good take on initial strategy, early buildtrees, and balancing tasks
Code: Select all
alpha_grp.job = "search and destroy";
alpha_grp.job_dst = "any";
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function unitIdle( unit )
{
if( unit.memberOf() && unit.memberOf().job )
{
continueJob( unit.memberOf() );
return;
}
.........
Because ti gives us an advantage over rival AI's if we can do so, some of us are developing an AI naturally, such as submarine, then there are the more agressive of su who playtest and release when we think we've made a good enough improvement or need to fix a bug, such as myself, and I gage that mostly by how quickly it defeated the rival AI's and how well ti performed compared to last time.Why AI devs create AIs that just try to rush in like nubs and get killed by anybody with a modicum of skill, instead of building an AI that will porc nicely and incinerate my base if I let it keep building, is beyond me
If a Gaia could be built that could not attack a given race, that'd be nice. Ideally, I'd like two different sub-flavors of Gaia:For a GAIA AI would ti be enough to give control over wether the race in question is capable of attacking the player? Or even just tell it what races ti is capable of attacking (for gaia vs gaia only side games).