[ANN] Baczek's KP AI 1.0 (crosspost)

[ANN] Baczek's KP AI 1.0 (crosspost)

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imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

[ANN] Baczek's KP AI 1.0 (crosspost)

Post by imbaczek »

Announcing the first release of my very own KP AI. Features include:
- simplistic Python configuration scripting
- goal-oriented architecture
- wins 1v1 with default KP AI most of the time

Gameplay features:
- smart pointers
- smart (uh, sometimes) constructors
- handles system well, hacker so-so, network rather bad

Issues:
- doesn't know jack about "fairies"
- can't handle mines
- buildorder not customizable yet
- misuses flows
- increased cpu lag
- uses Python for scripting
- etc

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zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

Re: [ANN] Baczek's KP AI 1.0 (crosspost)

Post by zwzsg »

DOWNLOAD v1.2
imbaczek wrote:- handles network rather bad
It still wins over the Lua AI while playing Network in ONS Strong/Ultra mode. So it's not as bad as you make it sound.

I noticed that sometimes it's a bit shy, near the end of the game, often it has tons of units and the enemy none, yet it doesn't dare to finish.

Also, would be cool if it handled specials (Firewall/Terminal/Obelisk), and use exploits (bug flip) sometimes. And don't forget to turn autohold off or to periodically turn worms on fire at will.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: [ANN] Baczek's KP AI 1.0 (crosspost)

Post by imbaczek »

yeah well i didn't really test worms so they attack very, very rarely... oops. exploits and superweapons will have to wait, i need to write a wall of text about the AI now.

shyness is quite hard to cure in a extensible way, currently it has several timers for moving groups and eventually will move to destroy all bases, but it doesn't really have a concept of global enemy strength yet.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: [ANN] Baczek's KP AI 1.0 (crosspost)

Post by imbaczek »

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