Request

Request

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

Moderators: hoijui, Moderators

Post Reply
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Request

Post by Argh »

I'd like to make a request to y'all for an AI that will do the following:

1. Read through an TDF.
2. If TDF has certain labels in it, then...

A. Place the unit at a random position up to the limit of the builder's build radius. Unit is not capable of combat.
B. Place the unit in a grid with several others of the same label.
C. Do some very specific (modder-specified) patterns of buildings.

...why am I doing this...

1. It will let us have AIs that build cities. Not just boring, dead Feature cities, either- these cities will have fully-working scripts, etc.

2. The random-random placement (i.e., type A) can place Feature-like objects at random over a map. For example... it could place rocks, houses, booby-traps, etc., etc., etc.

Now, if only we had access to Player 13 via the interface, we'd have a very early (but functional) Gaia.

I have an early, early concept of this built. It's ugly as sin, but it does work. I'll show screens later on this week, when it gets a little less crude, using BlobKAI as the "Gaia" for now. Just like NanoBlob, this AI does not have any need for metalmaps or other things... unlike NanoBlob, its purpose is purely to create more interesting environments, and take some of the burden of map design off of mappers, by giving them (and the rest of us) new things to play with. More later.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

The problem here is that none of us have a decent building placement algorithm, we're all relying on the engine to provide us with it through the closestbuildsite function.

The only existing algorithm capable of providing this however would be AAI's building palcement algorithm, submarine promised us source code, but somehow he's released at least 5 versions of AAI since that time and no source code...

JCAI ahs a similair build placement system but it isnt the sort of algorithm that'd work for this at all, and there was an algorithm I had for TAI that never got anywhere because I never got round to finishing it.
User avatar
Veylon
AI Developer
Posts: 174
Joined: 21 Sep 2005, 19:45

Post by Veylon »

I wrote my own function for building placement to keep the Engine from building factories up against cliffs and keep the geos and metalspots from getting blocked by the wrong buildings.

More to the point, though, I'm not really interested in making my AI build pretty cities. I'll make it good before I worry about aesthetics.
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

Veylon wrote:I wrote my own function for building placement to keep the Engine from building factories up against cliffs and keep the geos and metalspots from getting blocked by the wrong buildings.

More to the point, though, I'm not really interested in making my AI build pretty cities. I'll make it good before I worry about aesthetics.
i think the cities thing was quite much towards nanoblobs
Post Reply

Return to “AI”