AI Descriptions

AI Descriptions

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

Moderators: hoijui, Moderators

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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

AI Descriptions

Post by Maelstrom »

To help people that do not lurk in the AI forums excesivley, but want to choose an AI that is right for them, post information about your AI here. When you post it, Ill also add it to the wiki, so people can find it in there as well.

Please list the following when posting:
  • Your AI's name
  • Mabey the current version number, but this change to much to be practical.
  • The link to the current forum thread your AI uses.
  • The status of your AI (Under development, beta, finished, ect)
  • What mods your AI is compatible with
  • The Playability of your AI. If the AI is worth downloading if you want to play a good game. Basically, will it put up a fight at all.
  • A breif description of what your AI is.
  • Any other relevant info
Thanks

EDIT: Changed the Attack strenght bit to Playability, after Zaphod pointed out the flaws in the attack strenght thing.
Last edited by Maelstrom on 24 Jan 2006, 16:05, edited 1 time in total.
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Note: I'm not actually posting AI info since JCAI is inactive...
How good your AI is at attacking. Be fair here. Rank your AI's against the other AI's already out. If your AI is one of the best, put Good. If it is alright, but nothing special, put Medium, if its crap, put Bad. If it doesnt even attack, put N/A.
I think AI writers should refrain from such subjective information, it's exactly the reason why the wiki is currently full of inconsistent information.
This info should be determined with an automated AI war such as greenail proposed to set up.
It should go as far as "does it attack or not?" but not more.
Also if you don't put version numbers in, you should not put this is either because AIs improve over time...
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Name: KAI
Version: 0.0

Link: http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3482

Status: pre alpha

Compatible mod: XTA Core

How good at attacking: Uses only vehicles, in a dumb way -> eg BAD

Description: A very early release of a yet incomplete AI. It has several limitations such as only playing as XTA core and using only vehicles but still manages to produce a decent challenge in groups of 3 or more due to its relentless attacking and decent economy. For best results play in a flat, small map made of metal or with many mex spots.

Other relevant info: Dont keep waiting on a new version, it will be a few months still!
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Veylon
AI Developer
Posts: 174
Joined: 21 Sep 2005, 19:45

Post by Veylon »

Name: OTAI
Version 1.07

Link: http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3412

Status: Betaish

Mods: XTA, AAI, others minimal.

Attacking SKill: Globs and strings of units. Chewed up by defenses.

Description: Specializes in resources balancing. Doesn't crash much. Does attack and often can find last unit on map. Scouts. Builds DT. Logs.
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Triaxx2
Posts: 422
Joined: 29 Aug 2004, 22:24

Post by Triaxx2 »

Name: 5 Matrix AI
Version: X.X

Link:Not Available.

Status:Pre-Coding.

Mods:??

Attacking Skill:??

Description: Will come in three flavors. Uber-porcing, fair fighting, and { I CHEATS AND CRUSHES YOU!}
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