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-   -   AI longtime simulation feature (http://forum.shrapnelgames.com/showthread.php?t=5070)

Q February 14th, 2002 03:12 PM

Re: AI longtime simulation feature
 
Me too I would welcome such a AI longtime simulation possibility.

PsychoTechFreak February 15th, 2002 09:33 PM

Re: AI longtime simulation feature
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Shyrka:
The idea is very good, not only for modders but also to MM. Why not "train" the AI to improve it just as neural nets, decision trees or other algorithms? (In these structures engineers run a situation and lets the system deal with it, so they learn from them errors. With time the systems take better and better decisions).<hr></blockquote>

Hey Shyrka, do you know "Fritz", my favorite chess program ? It has a self-optimizing engine which does not make the same error for a second time.

For SEIV this would be future music, but what a potential ! EDIT: "dreams of the future", of course. I am still thinking too much in german. http://forum.shrapnelgames.com/images/icons/tongue.gif

Regards from a dreaming PTF...

[ 15 February 2002: Message edited by: PsychoTechFreak ]</p>

Shyrka February 16th, 2002 01:50 PM

Re: AI longtime simulation feature
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by PsychoTechFreak:


Hey Shyrka, do you know "Fritz", my favorite chess program ? It has a self-optimizing engine which does not make the same error for a second time.[ 15 February 2002: Message edited by: PsychoTechFreak ]
<hr></blockquote>

Really? Then that's exactly what I was thinking. SE4 is so deep that for making the AI more effective some training algorithm is needed.

Any "Fritz" related web page? http://forum.shrapnelgames.com/images/icons/tongue.gif

PsychoTechFreak February 17th, 2002 10:04 AM

Re: AI longtime simulation feature
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Shyrka:

Any "Fritz" related web page? http://forum.shrapnelgames.com/images/icons/tongue.gif
<hr></blockquote>

Sure,

http://www.chessbase.com/catalog/product.asp?pid=85

I don't have the ver 7, this has been published just recently ,I have got ver 6, the older Versions are a lot cheaper.

Master Belisarius February 17th, 2002 04:58 PM

Re: AI longtime simulation feature
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Shyrka:


Really? Then that's exactly what I was thinking. SE4 is so deep that for making the AI more effective some training algorithm is needed.

Any "Fritz" related web page? http://forum.shrapnelgames.com/images/icons/tongue.gif
<hr></blockquote>

Saludos Chaval! http://forum.shrapnelgames.com/images/icons/icon7.gif

Hey, I agree 100% with you... but sadly, this never will be for SE4. But I hope that SEV or SEVI (or something other 4X game!), will have an AI with learning capabilities some day.

PsychoTechFreak March 14th, 2002 12:21 AM

Re: AI longtime simulation feature
 
Do you know what ? I have found an interim solution:

-set up a game with cheat codes allowed
-quick research shields until system grav. shield facility, with the "money" cheat
-quick research stellar manipulation until gravitational condensor
-close all warp points to your home system(s)
-build a system grav. shield
-Under Empire Options: turn off "show log at start of turn", and turn off "display confirmation dialog when ending turn"

And then put your coffee mug onto your F12 key...

Next morning: Release F12.

But an additional savegame with increasing indices every 10 or 20 turns would be nice (idea of Rollo, we had a short discussion about this).

PsychoTechFreak March 14th, 2002 01:02 AM

Re: AI longtime simulation feature
 
...but the random events should be considered, either you use the Lucky trait or turn off the events completely. Most times I turn off the events and the ruins also in longterm sims because the impact is sometimes too much for a comparison (e.g. I saw a weak race which found another colony tech in a ruin and all of a sudden the score ran beyond the roof).

Phoenix-D March 14th, 2002 01:06 AM

Re: AI longtime simulation feature
 
"But an additional savegame with increasing indices every 10 or 20 turns would be nice (idea of Rollo, we had a short discussion about this). "

Autosave. You can set it to save every 10 turns.. though I think it's overwriten by the next save.

If it is, a program could be made that sends F12, waits a few seconds, sends F12, repeat, and copies the autosave every 10 times it does that.

Phoenix-D

PsychoTechFreak March 14th, 2002 01:29 AM

Re: AI longtime simulation feature
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Phoenix-D:

Autosave. You can set it to save every 10 turns.. though I think it's overwriten by the next save.

If it is, a program could be made that sends F12, waits a few seconds, sends F12, repeat, and copies the autosave every 10 times it does that.

Phoenix-D
<hr></blockquote>

Checked it, the autosaves are overwritten by the next one. So your batch program idea would kick in, but isn't it a problem with function keys ? As far as I remember, they are not buffered like the other keys.

Ideas ?

[ 13 March 2002: Message edited by: PsychoTechFreak ]</p>

capnq March 14th, 2002 01:41 AM

Re: AI longtime simulation feature
 
Also remember to turn off the "Confirm End of Turn" option.


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