Author Topic: Man vs AI (New Map!)  (Read 2736 times)

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Aino

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Re: Man vs AI (New Map!)
« Reply #15 on: October 19, 2011, 09:29:53 PM »
Updated your V2, with names being drwn, to simplify which AI is which :)

And Seedling, awesome thing with the graphs :D
It would be awesome if anyone frapsed these two AIs fighting and just releasing(or sendling link of it to here too) it here :D

Mihhaelo

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Re: Man vs AI (New Map!)
« Reply #16 on: October 19, 2011, 09:37:58 PM »
I've never thought of using the Globals previously either. I plan to have two templates though, one at normal speed and one at a faster speed.

If AI's aren't coded via the globals then I can only make the game faster by making the asteroids spawn seedlings faster. Which changes the nature of the game. As an example, my AI tends to win a lot more when all the spawn numbers are set to one second, because "growth" is suddenly a lot more important than having troops to defend. My AI is being rewarded for growing uncontrollably in stupid fashion instead of being smart.

I can maintain the games balance by increasing the treecost, but as you can imagine that would break the AI's.

And Wow! I love version three :) Nice job.

Pilchard123

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Re: Man vs AI (New Map!)
« Reply #17 on: October 19, 2011, 10:49:05 PM »
I did think of using globals, but then thought it'd slow it down slightly. Might run a couple of speed tests on referencing Globals.* as opposed to a completely user-defined variable or a constant. Mind you, I think mine'd be pretty slow anyway...stupid single-thread Lua.

Also, holding back on mine lets me learn from the weaknesses of others', like stopping on a treeless asteriod, etc.

Anyways, a little tasteless of me to be talking about how my as-yet-unfinished AI may be here. I haven't downloaded this map yet, or many others recently. This one and Keep Your Acids look good from all the comments.

Finally, I thought that a map like Infected Empire would be a good AI battlefield since the map is symmetric and has thin chokepoint areas (the arms) and also a big free-for-all in the core. It can also be easily expanded for more AIs - simply add a new arm. Yes? No? Maybe? [/pascal sauvage, jumped up Frenchman]

Mihhaelo

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Re: Man vs AI (New Map!)
« Reply #18 on: October 20, 2011, 12:53:45 AM »
I've just realised that I shouldn't be changing the Treecost to make it faster, and I should just change all the speed globals. So avoiding saying things like 10 seedlings wouldn't be required. Ughhh. My head has been too muddled today.

Aino

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Re: Man vs AI (New Map!)
« Reply #19 on: October 20, 2011, 01:31:08 PM »
Pilchard, using globas won't slow I believe, Globas are fields/variables, just like any other variables created in the lua file.

Aino

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Re: Man vs AI (New Map!)
« Reply #20 on: October 20, 2011, 02:11:31 PM »
Got so inspired by the AI war map, I'ma make a map myself, where yuo can implent the AI's with I/O :)

Mihhaelo

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Re: Man vs AI (New Map!)
« Reply #21 on: October 20, 2011, 02:17:51 PM »
Lolnuts, that's what I was making! Maybe I should make a tower defense instead  ;D

Aino

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Re: Man vs AI (New Map!)
« Reply #22 on: October 20, 2011, 03:00:34 PM »
Made one already, maybe you can take stuff from it? :P

Also: how did you make the game accept the player not being present?

Mihhaelo

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Re: Man vs AI (New Map!)
« Reply #23 on: October 20, 2011, 03:23:58 PM »
That was quick coding! Yeah, I wouldn't mind seeing it if you don't mind.

To remove the player from the game without getting an error, you need to set every asteroid to an owner of 2 or above. Then you can change them all back to neutral in LevelLogic().

If you wanted a blank screen (but wanted to add asteroids later in LevelLogic(), you can do the following.

(click to show/hide)

The latter is more useful if you want to make a game in eufloria with no asteroids present really.


Aino

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Re: Man vs AI (New Map!)
« Reply #24 on: October 20, 2011, 03:34:07 PM »
thx, now that works :P

Aino

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Re: Man vs AI (New Map!)
« Reply #25 on: October 21, 2011, 04:36:49 PM »
It's TIME!

To update my AI to support globals :D
Anything else I should update? I'll run through the AI war map a few times to see :P

Edits:

Add List for now:

    -"Safe advancing" or attack asteroids that can't reach the attacking asteroid.
    - Replacing "Safe Advancing" with the AI giving each neighbour a rate and the one with highest gets the seeds. Attributes will be a cruecial part of this, it will turn the least wanted thing into the most wanted :D
    So I guess this means creating a totally(almost, the priority setting is different!) new Priority system, I hope it won't fail D:

    Plan for how to do this:
    Have the old system, works great that old one. Then the AI checks the neighbours priority, then priority2 which include all it's stats in one large bunch, simple said. Then it sees which one has the lowest priority(not 2) and then, if several, it will check which one has highest priority2. Then attack! This will not happen if it's gonna follow a roid :P
    Some other time maybe, hard to do this thing :S

    -Ignore enemy asteroids being pwned by themselves, if they have 300% more seedlings than the enemy this can happen
    -Fix some o fthe attack bugs, like not attacking if the asteroid got no seedlings on it(not always, certain times appearantly...).
    [/list]
    « Last Edit: October 21, 2011, 11:49:54 PM by Aino »

    Aino

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    Re: Man vs AI (New Map!)
    « Reply #26 on: October 22, 2011, 01:37:13 AM »
    And thus, MAI vs AI v4 is born. Now with FreeCam,AI Name toggler and LeaderBoard and my new MAI, improved alot, as it does much more, it defends easier and attacks faster(as far as I have knowledged).

    Also, Clean up your AI Mihhaelo :D

    I also got plans for the leaderboard, I'm gonna make a map :)

    w4tc

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    Re: Man vs AI (New Map!)
    « Reply #27 on: October 23, 2011, 01:30:37 AM »
    That is o my I dont have words this time ......
    Go for it man !