5 Matrix AI proposal [Comments and Criticism encouraged] - Page 2

5 Matrix AI proposal [Comments and Criticism encouraged]

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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Triaxx2
Posts: 422
Joined: 29 Aug 2004, 22:24

Post by Triaxx2 »

Not exactly in a computer code, but the basic idea for it is there. I'm not sure what to do about the GOD. It's going to have to be really complex, since it's going to handle everything. Anybody see anything I missed? I realize it's not ready to drop in, but I did say I'm not a very good coder.

Threat Matrix Information Agent:

Update one time
Getvalue:Total energy Sector X,Y. Save as EV XX X,Y
Getvalue:Total Metal Sector X,Y. Save as MV XX X,Y

Update on new LOS+ Unit sighting
Getvalue:OffVal Side Z +LOS Sector X,Y. Set as OFFVal Side Z LOS+ X,Y
Getvalue:DefVal Side Z +LOS Sector X,Y. Set ask DefVal Side Z LOS+ X,Y

Value Matrix Information Agent:

Getvalue: Energy Income Sector X,Y
Getvalue: Metal Income Sector X,Y

Offensive Matrix Blade command Agent

CheckValue: Units in blade >1
Getvalue: Groupstrengthoff.
Getvalue: Groupstrengthdef.
CheckValue: Opp blade off value =/= blade def value
If opp blade off value +5> blade def value
Then add units blade

If opp blade off value = blade def value +5-5
Then hold position Call SkA.

If opp blade offvalue <-5 blade def value
Attack Call SkA.

Offensive Matrix Blade control agent.

Check blade manuever leash: Hold, Man, Roam.
Check blade fire order: Hold, Return, Will
Check blade max weap range: Set as Blad Rang max XX.
Check blade min weap range: Set as Blad Rang min YY

If Hold-Hold, then stay Blad Rang max XX +10 from opp.
If Man-Hold, then stay Blad Rang max XX +20 from opp.
If Roam-Hold, then stay Blad Rang max XX +30 from opp.
If Hold-Return, then stay Blad Rang max XX from opp.
If Hold-Will, then stay Blad Rang max XX -5 from opp.
If Man-Return, then stay Blad Rang max XX -5 from opp.
If Man-Will, then stay Blad Rang max XX -10 from opp.
If Roam-Return, then stay Blad Rang max XX from opp.
If Roam-Will, then close to Blad Rang min YY from opp.

Defensive Matrix Combat Control Agent:

Check position: All units Save as unit # XY, Sec X,Y.
Check Rang: All units Save as unit # range.

Check static overlap:
Range from unit # to unit #A. If unit#A is in range of unit#, then set +blade.
If not in range, then build def at distance between #-#A and to fill gap.

Check mobile overlap:
Range from unit # to unit #A. If unit#A is in range of unit#, then set +blade.
If not in range, move faster unit in range.

Defensive Matrix Resource Control Agent.

Callradius Mex: Set as mex rad.
Check overlap:
If Mex # is less than mex radX2 from mex #A, then adjust position to mex radX2.

Call radius MMex: Set as MMex rad.
Check overlap:
If MMex # is less than MMex radX2 from MMex#A, then adjust position to MMex radX2.

Checkbuild agent for empty sectors:
If Sectors not occupied and large enough area for one, request construction of energy generator. Check value for applicable unit.

Defensive Matrix Strike and Defend Agent:

Check unit speed:
If <5 set heavy.
If 5> <15 set medium
If 15> set light

If heavy, range is weapon -5.
If medium, range is manuever.
If light, range is sector.

If unit Air only, range is manuever.

Check unit vulnerability: HP/speed/weapon power = vulnerablity.
If vulnerability equals >15, then set 3 units guard.
If vulnerability equals 15> <30, then set 1 units guard
If vulnerability equals 30<, then set 0 units guard

If unit weapon intercept, set patrol path length 1000 min
If weapon Air only, set patrol path length 500 min

Build Matrix AI agents:

Targetting and control agent:

Check speed/weapon damage:
If speed=35<, weapon damage=29< >31, 39< >41 then scout
If speed=36<, weapon damage= 0, then scout.
If speed=35>, weapon damage= >29 31< >39 41<, then skirmish
If speed=36<, weapon damage= 1<, then strike

Check spec:
If can build, then exclude, con
If is radar, then exclude, rad
If is radjam, then exclude, radjam

Construction Unit command agent:

Check distance from nearest fac:
If plus 350, use air con
If plus 240, use veh con
If minus 140, use nearest.

Check request req:
If exceeds income +15, then deny.
If exceeds income +10, accept, one con
If equals income, accept.
If less than income, accept, add cons until exceeds income.

Check request type:
If defense, check static overlap, call DMCCA
If special, call SBA.
If resources, call DMRCA
If factory, handle

Special Commnand and Control agents:

Skirmish Agents (SkA):

Check opp HP:
If >10%, set high pri
If 10%< >50%, set med-high pri
If 50%< >99%, set med pri
If 100% set low pri

Check opp range:
If opp range>blade range, then close.
If opp range=blade range, then close.
If opp range<blade range, then stand off

Espionage Agent:
Check weapon status:
If LRPC, call strike unit
If RFPC, call ground/surface scout
If Nuke/EMP, call air scout

Check scout type:
If canfly, set air scout
If nocanfly, set ground scout
If nocanfly, naval movetype, set surface scout

Special Build Agent:
Check range to fusion, if exprad +10, then OK.
Check range to contested, if min one sector, then OK
Check range to known opp, if LRPC, max three sectors, OK
Check range to known opp, if nuke, OK
Check range to known opp, if gantry, then min two sectors, max four sectors.

Demo agent:
Check target range from AP.
If in range of LRPC, fire at will.
If in range of RFPC, fire at will.
If in range of Nuke, check ally location.
If nuke will hit allies, check new weapon.
If nuke will not hit allies, fire at will.

EMP agent:
If request called, fire weapon. Hold range for allied weapons.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

nifty
User avatar
Triaxx2
Posts: 422
Joined: 29 Aug 2004, 22:24

Post by Triaxx2 »

General Operating Directive command structure

Unitcheck:
Is Com? then assign 1x cu guard
Is con? assign guard type, x1
Is con, canfly? assign guard, idle con, canfly

Safecheck:
Range to contested?
If sector+, remove combat guard
If sector -, assure combat guard
If in contested, damage watch

Damagecheck:
In contested? then assign damagewatch.
Damage? then cancel and retreat to com/airpad for repair

Diversion protocol:
Check map type:
50%>water, shift naval,air
50%>level land, shift vehicle,air
50%>rough land, shift kbot, air
50%>clouds/voided, shift air

Expansion direction protocol:
Checkvalue:
MV,EV,TT. If sectorA>sectorB, then direct ops, sector A. If not, reverse direction.
If no MV,EV,TT, then call scout.

It's not complete, and not perfect, but I did finally set it up.
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