Can be found here
I'd also like my NTai release thread unlocked sometime soon
NTai High level Overview
Moderators: hoijui, Moderators
Re: NTai High level Overview
Interesting read. Thanks for posting. How did your three different scouting algorithms perform in practice? Did the influence maps show an advantage over the other two methods? Or perhaps was it better to focus on the resource points, even just with random checks?
Re: NTai High level Overview
I remember IK praising em for the resource point based scouting, as it was effectively a crude implementation of raiding, and was quite effective, even though it was not the intention behind the algorithm. We have XTA zippers/freakers and BA jeffies/weasels to thank for this.
Influence map based scouting worked best for aircraft, resource point for scouters with weapons or gunships, and random locations was used as an extra thrown in for variety.
Thus the algorithms worked well in game, the problem became one of which scouters to build and how many scouters to build in comparison to the number of attackers. Radar and sonar etc also played a part, and naturally construction units would encounter the enemy in their continual push to expand across the map. So dedicated scouters arent the only means of scouting, lots of other behaviours unintentionally help.
edit:: I modified the page to include details of a fourth algorithm hughperkins reminded me of.
Influence map based scouting worked best for aircraft, resource point for scouters with weapons or gunships, and random locations was used as an extra thrown in for variety.
Thus the algorithms worked well in game, the problem became one of which scouters to build and how many scouters to build in comparison to the number of attackers. Radar and sonar etc also played a part, and naturally construction units would encounter the enemy in their continual push to expand across the map. So dedicated scouters arent the only means of scouting, lots of other behaviours unintentionally help.
edit:: I modified the page to include details of a fourth algorithm hughperkins reminded me of.
Re: NTai High level Overview
Soon as in 'when you can get to it' or as in 'I will make the request soon'?
Re: NTai High level Overview
Whichever event arises first. A release is likely to occur before November, although I wont comment on the number of releases or the nature of them.
- 1v0ry_k1ng
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Re: NTai High level Overview
still compatabile with my configs or needing new ones?
- 1v0ry_k1ng
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- Joined: 10 Mar 2006, 10:24
Re: NTai High level Overview
this sounds laggyInfluence Maps
An influence map containing the number of frames since a position was last sighted was kept up to date. Scouters running under this algorithm would move towards the highest value within a certain range.
Re: NTai High level Overview
Nah, it's not actually that expensive as you'd use a scaled-down version of the map. Like you would with a threat map or pathfinding map or whatever. You also don't necessarily have to update it every frame (unless your scouts are insanely fast).
Re: NTai High level Overview
Indeed, but even if it was done every single frame it would be very fast. This is something a computer excels at, whereas a human brain takes ages. What's more Id expect compilers to be able to optimize this to work even faster.
JCAI implemented the influence map algorithm first, and most AIs followed, none had any performance issues with scouting algorithms themselves that I am aware of, even using fast scouts.
JCAI implemented the influence map algorithm first, and most AIs followed, none had any performance issues with scouting algorithms themselves that I am aware of, even using fast scouts.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: NTai High level Overview
please dont switch NTAI over to scouting, it was only just a challenge when it had maphacks 

Re: NTai High level Overview
Then you will like what I have in store1v0ry_k1ng wrote:please dont switch NTAI over to scouting, it was only just a challenge when it had maphacks