uber AI

uber AI

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

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nxd0900
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Joined: 01 Nov 2005, 23:00

uber AI

Post by nxd0900 »

Is it possible to recreate the old uberhack AI? I'm talking about the cheating AI that was really a challenge. The AIs that I have found all work well but they just dont play nearly as well as I/my friends do.
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Tim Blokdijk
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Joined: 29 May 2005, 11:18

Post by Tim Blokdijk »

AI development must go fast. :shock:
I was under the impression the first AI's started to do 'something' just about a week ago.
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Imperator
Posts: 85
Joined: 13 Oct 2005, 00:04

Post by Imperator »

give it some time and you will find yourself against a micromanaging killer AI ;)
a "cheating" ai would be the spawn enemy script, easy to use and a lot of fun but no surprise if you know what youre up against.
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

acctually, the term "cheating AI" could mean 2 things. in the orriginal TA there was an "advantage" given to enemy units, where if they created, for example, a Nuclear Power Plant, it would become active and produce energy immediatelay as they STARTED building it...

in the current way of looking at things, a cheating AI would simply have no LOS limitations and be able to see all the units all the time...

which do you mean? or something different?
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Triaxx2
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Joined: 29 Aug 2004, 22:24

Post by Triaxx2 »

Not to mention things like MBA's AI boost structures.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

When I get dynamic building up hidden buildings as they where in OTA Cheating AI's would be used if they where found.

Otherwise tell me the unit name and I'll add it to a custom NTAI for those who dont care about fair AI comparisons.
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Triaxx2
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Joined: 29 Aug 2004, 22:24

Post by Triaxx2 »

Really all it was is that the building cloaks and is amphibious. CANNOT be stealth, or you'll never find the damn thing. They were invincible to the point where it would with stand four or five nuclear blasts.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

IIRC, BAI for UH made use of enhanced solar collecters, mexxes, factories, that had much higher production power, but were not given build buttons, so BAI could build them, but the player could not.
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Triaxx2
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Joined: 29 Aug 2004, 22:24

Post by Triaxx2 »

Actually, they should have had buttons on the first page, where only the AI could actually get to them. All units had buttons, or else they couldn't be built.
nxd0900
Posts: 5
Joined: 01 Nov 2005, 23:00

Post by nxd0900 »

By 'cheating AI' I mean
1. All its units produce metal and energy so it had a lot of production power.
2. Units could exit from any side of a plant eliminating backups and jams and such.
3. All the units had shorter build times (and i guess lower costs too).
4. Construction units built faster.
5. It built very few defensive structures and attacked relentlessly, which was a serious problem since #'s 1-4 meant it could mount an attack in about 10 seconds. My friend and I could not defeat it on maps that were not very large.
6. It expanded like cancer.... 8 computers on a 32x32 (I think the map we played on mostly was 32x32) could fill up their side of a map in a very short time, probly 15 minutes game time or so.

While 5 and 6 aren't really 'cheats' they illustrate how the AI played. My friend and I created a map on which to challenge it, a large flat metal world that was large enugh to give us time to build up before the AI could move its units to us. One thing the AI never did do however was use nukes. This is a good thing because while it was able to build nuclear silos before we even had a prayer of making anti-nukers :p

Thanx for making the AI's though yall who are working on them, cuz I sure as hell can't

edit: Also I suppose the AI could see as if there was no fog of war, because it always seemed to be moving for our commanders....
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Triaxx2
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Post by Triaxx2 »

All OTA AI's could see everything. That AI sounds an awful lot like the 'BoneBreaker AI'.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Or an AI that overuses the IAICheat interface
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BvDorp
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Joined: 14 Oct 2005, 12:09

Post by BvDorp »

Is it possible to adapt such an 'old' AI in Spring? Would be awesome! Who cares if it doesn't follow the rules, a competitive AI would rock! :lol:
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Yes you can use those AI I think witht eh OTAI from veylon, only the player will be able to build the cheat buildings too as they can tbe hidden in spring yet.

The better way would be to use the cheat interface in spring to add them, or use a skirmish AI that's been released that works by itself, afterrall NTAI and JCAI are far better at handling their resources than cavedogs AI in most cases and the only point of the cheating AI was to fiddle resources for the AI.
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SinbadEV
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Post by SinbadEV »

edit: removed because of stuff...
Last edited by SinbadEV on 05 Nov 2005, 19:15, edited 1 time in total.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

suppose at least it would be easy to customize...the new AIs are shaping up to be awesome tho so i doubt this is needed
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