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What AI is the best?

Posted: 25 Jun 2009, 16:38
by Gota
If i want to use and play with an AI on a single map which one would be the hardest to play vs?
There was one AI that was "programmable"?

Re: What AI is the best?

Posted: 25 Jun 2009, 18:00
by knorke
the lua-AI that comes with kernelpanic plays quite well.
its been a while since i tried playing with AIs but it was possible to make "configs" for ntai, not really programming but setting some buildorders and define which units are attack/scout etc.

Re: What AI is the best?

Posted: 25 Jun 2009, 18:28
by [Krogoth86]
What game is the big question!

For the standard TA games I prefer RAI. I never found AAI performing pretty well and it consumes tons of CPU power very quick so you can't really enjoy playing with multiple ones. KAIK does a pretty good job but for me it just kept spamming T1 and techs up way too late (hardly using T2 at all). KAIK also doesn't really use air at all despite some late game patrols of single bombers...

RAI on the other hand techs up very well and uses air pretty much from the beginning. It has a quite slowish start though but at a certain point it seems to throw in the afterburner and gives a pretty good fight (for an AI).

Not mentioning that AIs simply need a very high bonus to do any good against players who know the game they're playing. There also seem to be some map dependencies (not talking about water which no AI really plays well) - I have some good results with RAI on Comet Catcher Redux but on other maps it doesn't always do that well too...

Re: What AI is the best?

Posted: 25 Jun 2009, 19:52
by Neddie
C.R.A.I.G. and KP's LuaAI probably tie for the best, but they're limited for the most part, to the games they were designed for.

Re: What AI is the best?

Posted: 25 Jun 2009, 19:59
by Tobi
Try C.R.A.I.G. on a small map, on hard, in Spring: 1944 (and for extra difficulty don't use air), or Imperial Winter (if you are beta tester).

Re: What AI is the best?

Posted: 25 Jun 2009, 20:48
by Gota
I need it for SA,an OTA mod.Would it work well with it?

Re: What AI is the best?

Posted: 25 Jun 2009, 21:00
by Tobi
No.

Or rather, it will be able to build a base and push out a lot of spam (by cheating resources) if you configure it to do so, but it won't be able to behave realistically yet. (No mex capping, no microing: every unit just gets fight command, etc.)

Re: What AI is the best?

Posted: 26 Jun 2009, 06:46
by Google_Frog
Tobi wrote:No.

Or rather, it will be able to build a base and push out a lot of spam (by cheating resources) if you configure it to do so, but it won't be able to behave realistically yet. (No mex capping, no microing: every unit just gets fight command, etc.)
That's fixable. Area mex, autoskirm, autoswarm, cars repeat widget....etc. With all the widgets out there you might be able to make a decent AI.

Re: What AI is the best?

Posted: 26 Jun 2009, 09:30
by Tobi
I know, and that's the plan, but I didn't do it yet :-)

The post was just describing current state of C.R.A.I.G.

(Well plan is not exactly to make it very good at *A mods (S44 remains main target), but definitely to make it more modular so it's easy to plug in e.g. mex capper module and autoskirm/autoretreat/comm push module.)

Anyway Gota, if you can make up a build order for a base (which is repeated once finished), and build orders for all factories it builds (which are repeated by the AI), and, optionally, limits for certain units (e.g. max 1 vehicle plant, max 1 kbot lab, etc.), then I can make a test version very soon (you can tune build orders later of course).

Please use the unitnames that you'd also use for /give, entirely in lowercase. Finding out correct unitnames is most time intensive part for me if I don't know the game, so I will just comment out ones which aren't recognized by Spring.

Re: What AI is the best?

Posted: 27 Jun 2009, 16:46
by Gota
How am i to do this?i mean how would u want me to tell u a BO for a base?you need to somehow know where to put everything..
And is there no reaction to what the player is doing?

Re: What AI is the best?

Posted: 28 Jun 2009, 11:32
by Tobi
Just make a list. It can figure out positions and orientations by itself.(though solar/wind farms will take way too much space currently)

For example:
arm_solar
arm_vehicle_plant
arm_air_plant
etc.
And no, there is not much reaction yet to what the player is doing. The only way in which it reacts to what player is doing, is that it tries to advance it's army to the edge of your base, before moving it in.

With current C.R.A.I.G., what you are going to get in *A mods is a bit chicken-like, except with normal units and with a base. At easy and less so at medium it will suck because it doesn't know where to build mexes yet. At hard it cheats itself infinite resources, so it works fine then without building mexes :-)

Re: What AI is the best?

Posted: 28 Jun 2009, 17:48
by AF
This is all sounding very NTai-esque *starts coding*