N.O.E. - AI
= ingame lua AI for standard skirmish game primary for NOTA
= set of tools that is used for SP/COOP campaing and missions
current version: beta (donwload nota 1.79a (revision 20x))
current status: AI can kill noobs and honestly face other players :).
last revision changed NOE: check on project site
used in missions: TTD, xants-pd
the greatest enemies: NOTA module for SHARD AI, PepeAmpere
WIKI and MANUAL
http://code.google.com/p/nota/wiki/NOE_introduction
[+] FEATURES
- independent agent system, commanding struncture (group, supergroup, brain)
- modules - formations, groups, spirit programs can be easily redefined
- more then 10 formations
- speedable
- inteligent building system (buildmapping)
- strategic mapping
- graphic debug mode
[-] KNOWN ISSUES, NOT FINISHED FEATURES
!! AI is not fair, knows everything
! no difference between EASY, MEDIUM, HARD yet
! up to 16x16 map, max 3 AIs in 3 different is possible to have on map (with all speedups ON), bigger amount of AIs lag... 28x28 map can run with 2 AIs
! no advanced tactics for all attack groups (advanced things not implemented), they are able only gather and attack in one choosen formation, only main Thud/Hammer battlegroup is able to do some advanced things
! no use of tech2 now
! not possible play on map, that have not classic metal spots
! no big difference in tactics of ARM and CORE (expect snipers, morties, levelers) and some group counts
! only two clone brains Thor (CORE), Cake (ARM), very few special features implemented yet, no special tactics yet, Morphdog planed too
! not metalmaker controler now
! buildSpots are choosen quite clever, but no spacing around geo spots and factories (mexes spots ok)
! NOE AI is not able to start in the middle of the sea, needs some dry land around
! not using users def files for creating own AIs setup
! not using, not finished Spectator learing widget
! taking of AI stuff not possible
TECHNICAL INFO
this moved on own N.O.E. wiki, placed on project site
NOE GAME OPTIONS
- mapping coef - (0.5 -4, def 1.0) - current simple speeding of AI mapping, 0.5 is for 1v1 game on small map (AI thinks faster), bigger maps needs bigger value.
- splited mapping - TRUE/FALSE (def: TRUE) - if TRUE, every AI team gets own frames for counting strategic mapping, good for many AI teams on medium and big maps (or then LAG)
- frames for agent - (4-60, def: 10) - how many frames are needed for making decisions, 4 is ok almost in every situtation, with 10 or more no problems
NOE AI DEBUG MODE
- you can use some shortcuts to see some graphic representation of AI mapping tables. Some of them are not used, some of them tell you nothing, if you dont know it, but safeIndex table and build spots tables are quite easy to understand...
ALT + D - showing holdPower table
ALT + E - showing holdZero table
ALT + F - showing present table
ALT + R - showing safeIndex table
ALT+ Q - showing best 2-10 safe positions on the map (OFF now)
ALT + H - showing tile height map
ALT + M - showing metal spots map
ALT + A - showing build spots map
NOE FORMATIONS
Tactical groups are able to use formations. Such things are defined in file noe_formations.lua, some of them automaticly generated and rotated (if its rotable formation).
Current defined formations are (bold most used):
- hexagon
- box
- arrow
- swarm
- standardLine
- standardLine2nd (for Pepes thuds/hammers line zigzagin' )
- smallLine
- doubleColumn
- seaUnit (not used)
- artyLine
- wedge
.... more info i add later
MODIFIING AI - mission way (not finished description)
What is needed to set up correctly for new mission (draft)
Here are some conditions, that need to observed for clean work of your mission. Most of them you dont brake by mistake, but if broken, usally the bug is here:
- have missions folder in game folder
- in that folder missions have folder with mission that i will call <mission_name>
- names of AI from missions/<mission_name>/settings.lua, missionInfo.AInames table need to be the same names that are in:
..- missions/<mission_name>/AIdef/side.lua newSideSettings table (on first level)
..- gamefile - LuaRules/config/noe/noe_side.lua sideSettings table (on first level) - names of battlegroups listed in missions/<mission_name>/AIdef/side.lua table (on second level, these simple strings) have to be the same names you can find in:
..- missions/<mission_name>/AIdef/groups.lua newGroupDef table (name)
..- gamefile - LuaRules/config/noe/noe_groups.lua groupDef table (name) - groups defined in missions/<mission_name>/AIdef/groups.lua have to had the names of spirits listed in:
..- missions/<mission_name>/AIdef/spirits.lua newSpiritDef table
..- gamefile - LuaRules/config/noe/noe_spirits.lua spiritDef table
and these spirits (if users custom) need to have defined one formation in:
..- missions/<mission_name>/AIdef/formations.lua newFormationBySpirit table
..- gamefile - LuaRules/config/noe/noe_formations.lua formationBySpirit table - plans used in spirits have to had the same names used in
..- missions/<mission_name>/AIdef/spirits.lua newPlan table
..- gamefile - LuaRules/config/noe/noe_spirits.lua plan table - use <mission_name> when launching a game in modoption "mission"