Does this look cool?

Does this look cool?

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

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Does it?

yes!
5
56%
yup!
4
44%
 
Total votes: 9

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krogothe
AI Developer
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Joined: 14 Nov 2005, 17:07

Does this look cool?

Post by krogothe »

its a WIP but heres a teaser...
Image Image
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Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

What is that? An output of a metal spot finder?
smokingwreckage
Posts: 327
Joined: 09 Apr 2005, 11:40

Post by smokingwreckage »

Psychic messages from alien gods?
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Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

smokingwreckage wrote:Psychic messages from alien gods?

hrmm, sounds more likely...
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

It seem to be the metal map of microMetalAlpha and brazillian battlefield.
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Masse
Damned Developer
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Joined: 15 Sep 2004, 18:56

Post by Masse »

oooh... theres all the places for mexes :-) how long does it take to count all that ?
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krogothe
AI Developer
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Joined: 14 Nov 2005, 17:07

Post by krogothe »

Thats the old version, it can do 10k spots in about 6 seconds, the new ones more accurate but takes up to 100 times longer but perfectly places mexes. The only problem is some bug wont let it find very low spots in some maps (eg bottom left on thepassv2).
EDIT: well the bugs actually on drawing the picture, it does still find them :)
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

lol, Cains class does brilliant at fidning metal spots. Only most of his ingenuity went into finding hotspots, it sorta trickled away when he tried to actually palce mexes as close as possible to spots and deal with extraction ranges.
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krogothe
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Post by krogothe »

What does cain's class have to do with this topic?
I didnt like it so i made my own, so i dont have to worry about what units are getting placed where or if the map is a metal map, I just start it up and it will give me as many spots as i want in the whole map ranked by amount of metal produced.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

0_o

Cains class doesnt need a nubmer of how many spots ti wants, and ti can deal with metal maps. I believe the version of his class you've been looking at would be the metalspot class. I bid you look at the metalhandler class he wrote that NTAI uses, that i made a few modifications to (UW mex spots, mod eradicating core dependency.)

But still tis ncie to see a rival class, that is beign wroked on adn could in time replace cains class.
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krogothe
AI Developer
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Joined: 14 Nov 2005, 17:07

Post by krogothe »

Its not a rival class, its my class lol. I dont really care if yours or cain's is better, i just want one that does what i want it to do, which is give me all the best spots on a map, 100% of the time with any mod in any map without ever fluking or giving me spots with low metal, as well as making cool constellation-like pictures...
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sintri
Posts: 55
Joined: 30 Nov 2005, 18:38

Post by sintri »

having a poll with 1 choice isn't much of a poll, seems sort of like facism to me.
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hrmph
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Joined: 12 May 2005, 20:08

Post by hrmph »

lol I made Micrometalalpha and I didn't even notice, hehe :)
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krogothe
AI Developer
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Joined: 14 Nov 2005, 17:07

Post by krogothe »

its an awesome map :) congrats!
I just luuurrrve doing the porcing of doom and TOASTER-ing people to death muhuhuhuh cant wait till my AI does the same :twisted:
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Once I saw an Spring AI that thought middle was best for metal, so first thing it did was send commander to middle, however something in the pathfinding made it fail to go around the cliff and take the ramp, and so the commander just got stuck at the cliff foot, instead of staying at start pos which has more than enough metal, and building there. Well, what I'm trying to say, is that an AI shouldn't only just go for the highest concentration spot, but should also take into account other things, like how far it is. And not just how far in bird's fly distance, but how taking into account terrain type and obstacle. Not to mention it would be good if it didn't try to build mexx next to enemy's turret.

Oh well, have fun with your mexx placing algorithm, image generatic algorithm are great fun to toy with, especially when the image has meaning!
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

It might be better if an AI, instead of sending its comm right away to most metal rich spot, took over some metal spots with comm in between as well. That way it wouldnt spend so much time just going for metal rich spot and instead creep up on it and use it and its time bette.r
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krogothe
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Post by krogothe »

I love how forum goes plan ahead of time :wink:
Of course the AI will take into account distance from a spot but it will go for the spot with more metal if there are many of them at the same distance from it!
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AF
AI Developer
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Post by AF »

My modified version fo cains class does a similair but more suitable method.

It looks for all mexes in a certain range and picks the one with the highest value. If none are found it extends the range and so on.
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Veylon
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Post by Veylon »

zwzsg:

I'm fairly sure you are thinking of OTAI on Cliffdown. I was fighting with it for a while, but I've been putting off fixing, as I haven't seen it come up on any of the other maps.
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AF
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Post by AF »

I thought that was the initial JCAI release, afterrall that happened with JCAI 0.1 on small divide. And TAI 0.1 onyl ever built 1 mex for me for which it trekked halfway across the map to build.
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