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AI DEATH MATCH 2
Well, because the new patch and the TDM 3.3 (with many updates!) were released, I would be happy to run a new contest.
Here my proposed rules. General Rules. =========== - Head to Head games (it mean, 1 AI vs 1 AI). - 30 AI scripts. - I will use the more new AI scripts Versions that could find, or if the AI's author want, could send me an updated Version. - If the author of the AI don't want to see their scripts included into this contest, the AI will be replaced for other AI. - The games will be played using a custom map, TDM data files, SMALL AI BONUS, 3 Good Starting Planets, no random events, simultaneous movement and the first Player for the "human" player. Why SMALL AI BONUS? Because most the players gave some bonus to the AI, to have a better challenge. But I'm open to remove this, if does exist opinions against it. - The victory can be decided by: a) One AI was able to destroy 100% the other AI. b) The AI with more victory points after 500 turns. - I will post the save game at the end of every game. Fixture ===== - 6 Groups with 5 races each one. - All the races of each group will play between them, in the 1 vs 1 basis. - The 2 first races of each group, will go to the next round. - If does exist a draw for the 1st or second place, I'll run extra games. - The second round will be done with 3 Groups of 4 AIs, and every AI will play 2 games against the other races. The 2 first of each group will go to the third round. - The Third Round will be done with 2 Groups of 3 AIs each one, and every AI will play 2 games against the other races. The 2 first of each group, will go the the fourth round. - The Fourth round will be done with 2 Groups of 2 AIs each one, and every AI will need to win 2 games against their opponent, to get a place in the final - The Final will be played between 2 AI races, and to win, an AI will need to defeat their opponent 3 times. - The 6 First places in the previous contest (Narn Regime, Pyrochette, EEE, United Flora, Aquilaeian and Earth Alliance), will be the heads of every group and will decide what group is assigned to each one, using a random function. - Using a random function, will assign the Groups for the other races. What AI's? ======== Here the initial list of races (in alphabetical order!), that would include: Angelican Regency Aquilaeian Azorani Colonial Crylonite ======> An AI script that I'm finishing! Cylon Drakol Earth Alliance Eee EEEvil Empire Fazrah Gron Klingon Narn Regime Namovans Orks Piundon Praetorians Pyrochette Rage Romulan Sergetti Shadows Star Wars Empire Space Vikings Toron United Flora Vaxin Xiathi XiChung This is not a closed list. For example, some races (like the SWEmpire, Angelican Regency and the EEEvil), had AI scripts that were not changed from a long time ago... then, I'm open to replace them for other races (if someone suggest a different one). Also, have not included some AIs that belong to God Emperor (like Jraenar and Ukra Tal), because I consider them so close to other of his races, but could consider to change this if does exist people that want them. MAP ==== Will use a custom map, similar to the previous contest. STARTING DATE ============= Would like to start the next Saturday 22 of Feb. Finally, want to say that I'm open to any kind of suggestions, then if you have some, please post it. |
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Great idea. The Last contest was pure fun and helped me a lot.
I would prefer a small AI bonus but only one starting planet. There is no special reason behind this, it's just the way I play my solo games. Some thoughts about the map: It would be nice when the values of the asteroids belts could be more random. In your Last map all of them come with values of 100%. Creating planets for mining/refining/farming was almost impossible. IIRC the old map contained only "specialized" systems. E.g. the first one had only planets with 140% minerals, 100% rads and orgs, the second one only planets with 140% rads, 100% minerals and orgs and so on. I would prefer systems which lead to the construction of different colony types as it is in the normal game. Some planets came with values of 0% for mierals/rads and orgs. Again, this normally doesn't exist in the normal game and is a disadvantage for races who try to "diversify" their construction queues (building mining facilities on research compounds etc.) like the EEE for example. http://forum.shrapnelgames.com/images/icons/icon12.gif Would it be possible to include the Khrel, an AI I'm currently working on? After peaceful gas giant races I tried bloodthirsty "rockies" and I would very much like to see how they work. |
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Master B:
The first AI-deathmatch was one of the major reasons I decided to come out of lurkedom. Great stuff. Looking forward to the next one also. Just one comment: Where are the Cue Cappa ? They was clearly (one of) the best races before the patch, and I think they also will have a great opportunity now (they are the only race I have seen that actually capture planets on a regular basis instead of just glazing them). |
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MB - Thanks for running an AI contest again, the Last one was very useful. I'll email some changes to the Orks tomorrow or wednesday.
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MB,
Wouldnt mind adding the Toltayans and Sallega to the challenger list. Have done a few different things with both of them. Regards, GE |
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You could remove the Xiati (if you use my AI files for them that is) from the list because they are identical to the Narn.
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Considering that most of the systems has 5 asteroie><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by God Emperor: MB, Wouldnt mind adding the Toltayans and Sallega to the challenger list. Have done a few different things with both of them. Regards, GE</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Believeme: really I regret that my language skills are so basics!!!! Think you want to include the Toltayans and Sallega. If they're different races, it's ok with me. |
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Thanks again! Then, here is the list for now: Aquilaeian Azorani Colonial Crylonite Cue Cappa Cylon Drakol Earth Alliance Eee Fazrah Gron Khrel Klingon Narn Regime Namovans Orks Piundon Praetorians Pyrochette Rage Romulan Sallega Sergetti Shadows Space Vikings Toltayans Toron United Flora Vaxin XiChung |
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And yes, send me the files when you want. |
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Would it be possible to get another race into the mix? I wouldn't mind checking to see how my own AI's stack up.
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Thanks for including the Khrel. I will send the files on Friday. |
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this sounds pretty cool http://forum.shrapnelgames.com/images/icons/icon12.gif
good idea... i only wish we could do real heuristic ai programming, using alpha-beta trees and whatnot like the chess programs do http://forum.shrapnelgames.com/images/icons/icon7.gif |
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I could extend the limit from 30 to 32 (with 8 Groups with 4 each). Send me the files. |
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And again, thanks for your suggestions!!!! |
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Excellent! The previous death match was great. I'm glad to see there will be another one.
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MB - I uploaded the Latest AI for the Orks in the races archives (also putting the link here)
1045832020.zip [ February 21, 2003, 12:54: Message edited by: Atraikius ] |
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Ok, I have decided the AI list and the new fixture.
After include the 3 Gandalf's AIs, needed to remove one more from the original list... Then, the decision was between the Vaxin and the XiChung. Both races performed not well in the first contest, but because the XiChung has some updates, then, the Vaxin was the excluded race. Here the Groups and the Races: GROUP A1 Narn Regime Cylon Praetorians Fazrah GROUP A2 Pyrochette Romulan Orks Piundon GROUP A3 Eee Colonial Klingon Ekhazan GROUP A4 United Flora Sergetti Sallega Khrel GROUP A5 Earth Alliance Drakol Corrian Cue Cappa GROUP A6 Aquilaeian Gron Toltayans Azorani GROUP A7 Space Vikings Shadows Namovans Tessellate GROUP A8 Toron Tesli'k Rage XiChung I'll play 3 games for every AI, and the 3 first of every group, will go to the Second Round. Here the Fixture: Death Match 2 Fixture.zip With this format, will take me more time finish the contest... but think will be more fair to determine the best AIs. [ February 22, 2003, 21:53: Message edited by: Master Belisarius ] |
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Sounds good MB!
Appreciate your efforts. Regards GE |
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The contest has been started!
The Narn Regime and the Cylons are fighting now. Turn 61. The Narn are first, already have the Talisman and can colonize Gas. The Cylons are using Drones and only can colonize Rock. Turn 139. Although the Narn have a great advantage in numbers, still have not started an offensive into the Cylon's systems. Turn 187. Still the Narn have not invaded the Cylon. Think that I know the reason: The Narn have the option to do not go into minefields, and seems to be that they doesn't built enough minesweepers. For example, at this turn they have "none". The Cylons are ok for now. They have the Wave-Motion Guns... but I did several combats 5 Cylons Dreadnoughts vs 5 Narn Dreadnought, and usually the Narn won without loses. Turn 228. Finally the Narn decided that's time to attack. They have invaded Rove and started to attack the Cuyrok system. Turn 237. The Narn control Rove, have destroyed the star at Abrion, have enough minesweepers and think nothing can stop them... Turn 270. Game over. The Narn got a deserved victory. Here the link: Narn_vs_Cylon.zip [ February 24, 2003, 02:18: Message edited by: Master Belisarius ] |
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Praetorians vs Fazrah.
The Fazrah were during all the match ahead in the numbers and always had the initiative. Although the Fazrah doesn't used PPB, the Shield Depleters + Torpedoes demonstrated to be a very decent option to fight. After the battles for Aargau, the Praetorinas had many riots and their fate very difficult to change. Now that the MC are hardcoded, the Praetorians had some problems with their ship designes: are using 2 Master Computers. The Fazrah won at the turn 210. Here the Files: Praetorians_vs_Fazrah_A1.zip |
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Pyrochette vs Romulan.
The Romulan had a better start, and colonized more fastest their nearest systems. In fact, at the turn 50 they colonized a planet into the Baksha system, and had more ships inside the Pyrochette's territory. At the turn 100 the Pyrochette were ahead in the numbers (1.4 M vs 735 K), but the situation seemed balanced. Bassically, the Pyrochette had a lot more of ships. At this point I did a test comparing the Attack Ship designes (the Romulan had also the problem with the Master Computer), and the results were balanced. At the turn 140 the Pyrochette started an offensive at the Rove system. At the turn 150, still they were trying to erase the Romulans at this system. At the turn 160 the Pyrochette controled Rove, and the Romulans had started to be in hard problems. The Romulans had the problem that time in time occur to an AI: have so many colony ships for Rock planets, and then, doesn't created colony ships to colonize their available Ice and Gas planets. At the turn 200, the Romulans lost Abrion, Butukret and Rove, and several Pyrochette's fleets are inside their systems. The game looks decided. Turn 220, and the Pyrochette won. Here the files: Pyrochette_vs_Romulans_A2.zip [ February 24, 2003, 22:43: Message edited by: Master Belisarius ] |
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Orks vs Piundon.
Turn 89 and the Orks are ahed in numbers. Also, had some planets and ships inside the systems Butukret and Rove. Turn 153. Ther Orks control mostly Rove and Butukret... then, think will be difficult for the Piundon. Turn 190. The Orks control most of the galaxy... and the Piundon has no hope. Have noted that the Piundon attack ships, have not supply storage components. Think this could be a big problems against races that like to use Ionic Dispersers. Turn 215. The Piundon will fall soon... The Orks destroyed several planets using Planet Destroyers... Also, Atraikius demonstrated once again, that he's one of the most ingenious AI modders: the Orks used Baseships as Carriers!! (Although these "Carriers" designs could be improved a bit! http://forum.shrapnelgames.com/images/icons/icon12.gif ). Well done Atraikius! You have expanded the bounds again! A tip: I found that the Troop Transports could be a Starship too, when was doing the Tessellates (but in my case was an accident). Turn 223. After destroy the 3 Piundon's homeworlds with the Planet destroyers, game over: the Orks won. Here the files: Orks_vs_Piundon_A2.zip [ February 25, 2003, 01:15: Message edited by: Master Belisarius ] |
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MB,
Thanks for the heads up on the Master Computer issue. Havent had a chance to review that aspect of the new patch. Will include a fix in my post Death Match revision. Regarding the Rock Coloniser problem, cant think of much to fix it at this point - the AI_Construction_Vehicles file is optimised for medium to large galaxies in terms of the number of colonisers that are produced. Thanks for the reports! Regards, GE |
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[ February 25, 2003, 00:20: Message edited by: Master Belisarius ] |
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Thanks MB! I really enjoy reading the turn by turn updates on how the AIs are doing against each other.
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When I have time, always like to write at least a few lines about every game. |
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EEE vs Colonials.
Turn 77. Seems to be that Adamus is not a so good guy... both races are at war! The EEE is ahead in the numbers, and have colonized the systems Abrion, Butukret and Rove before the Colonials... Now I understand why Adamus became mad! Turn 101. The Colonials colonized some planets at Abrion, Butukret and Rove, and destroyed a few EEE colonies, but doesn't look they could really remove the EEE from there. Turn 120. The Colonias were fighitng with some success: at least the EEE were unable to invade their other systems, and the Colonials are killing some EEE colonies. Turn 141. The things looks bad for the Colonials: the EEE consolided the control at Abrion, Butukret and Rove, and have started to invade the other systems... Turn 163. The Colonials were able to destroy most of the EEE planets at Rove. But seems that's only a question of time: when the EEE finally decide to send their dreadnoughts with Quantum Reactors to finish the Colonials... will be game over. Turn 188. Still the Colonials are fighting for their life! They have erased the EEE planets at Rove, and colonize one there. Also, the EEE was not colonized all of the available plantes. Not weird considering the knew problem with all the AIs... but the not usual thing, is that they only have 5 Colony Gas ships. This looks like the right reason, because the Colonials still were not defeated. Turn 211. Now the EEE created some planets, then, were able to use their Gas colony ships. They now built 2 Ice Colony Ships and 1 Rock Colony Ship. Turn 243. The Colonials are falling. Also, the EEE are using Planet Destroyers... Turn 259. Game over: the EEE won. Here the link: EEE_vs_Colonial_A3.zip I'm starting the game Klingon vs Ekhazan, and going to sleep. [ February 25, 2003, 02:54: Message edited by: Master Belisarius ] |
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Without the "calling for names in the construction_vehicles-file" thing (v 1.61) working these colonizer dead ends will become an annoying issue again, especially in games between peaceful races.
It will become a question of sheer luck if an AI gets stuck or not (is there an colonizer slot available in the construction file when the next colonizing tech is discovered or not). If not please wait for the first create planet ship to be built and the first planet to be created (hopefully of the right type for your waiting colonizers). In the meantime sit back and watch your frozen empire. Of yourse, there is another workaround. But only for the more suicidal races http://forum.shrapnelgames.com/images/icons/icon12.gif Quote:
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Klingon vs Ekhazan.
The Klingon won at the turn 180. During all the game they have the initiative, and although the Ekhazan had not bad ship designes, they were unable to stop the Klingons (well... also must say that now the AS is near to useless). Here the link: Klingon_vs_Ekhazan.zip |
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United Flora vs Sergetti.
Turn 130. The United Flora are ahead in numbers, but the Sergetti are keeping their borders. The Sergetti have problems with their ship designes. Although the Sergetti have Shields 9, still their attack ships have not Phased shields. It looks like a hardcoded problem. I can bet that it will be fixed in the next turns, but I saw before this kind of problems. Think it happen because the Sergetti researched all the weapons that need for their beam attack ships (at this case, PPB V), then, the AI doesn't believe that need to update their ship design. It will be fixed, after some turns (I believe that every 20 turns or something like that without tech level changes in the weapons, the AI redesign their ships). Turn 150. Now the Sergetti ships are using Phased shields... but their main ship is now a BC instead a DN. This is the result of the behaviour detailed before. To avoid this problem in my own AIs, I have designed at least 2 kind of attack DN, with DIFFERENT WEAPONS. Then, the AI alternate the designes without use a BC or lesser ship size. This is valid for the units too... Turn 194. The Sergetti are loosing the game. They doesn't control Abrion and Rove anymore, and the UF invaded other of their systems. Turn 251. Game Over. The UF won without problems. Here the Files: UFlora_vs_Sergetti_A4.zip Now I'm starting the game Sallega vs Khrel, and going to sleep... [ February 26, 2003, 03:31: Message edited by: Master Belisarius ] |
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If you can, please download the zip of this game. You will see that at the Turn 130 the Sergetti had a DN with standard Shields V. At the turn 140, if my memory is not wrong, the Sergetti still had a DN with standard Shields V as main beam ship. At the turn 150, they had a BC with Phased Shields V. Think this behavior occur when the AI researched all the possible techs for the weapons in their attack ships. I could be wrong (should be not the first time!), but this was my experience. |
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I checked files. It seems design creation in this case is not tailored to date or research progress, but to a signal from construction_vehicles to build new ships of the class ! That is if no new ships are needed, none are designed. I recall seeing something like this but not sure how often and when it happens.
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Hmmm, I might be wrong. Sergetti build point-defence cruisers with designes 40 turns old !
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Sallega vs Khrel
Turn 50. The Sallega are ahead in the numbers, and expanded well, with colonies in Butukret and Rove. Anyway, I did test between Sallega's BC attack ships against LC Khrel ships, most the time the Khrel ships won. Turn 100. The Khrel control now their nearest systems, and have a fleet into the Aargau system, and are first in the numbers. Now, a BC Sallega can defeat without problems the CR Khrel ships. Turn 150. Similar to above... only that now the Khrel erased the Sallega colonies at Aargau, although does exist a big fleet of them in that system. Turn 200. The Sallega are falling. The Khrel control Aargau, Ashadra, mostly Baksha and started to destroy planets at Aar. Turn 240. Game over: the Khrel won. Here the files: Sallega_vs_Khrel_A4.zip [ February 26, 2003, 22:27: Message edited by: Master Belisarius ] |
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Earth Alliance vs Drakol
Turn 50. But races signed a TR alliance, and the EA is ahead in the numbers. Both races colonized their nearest systems. Turn 90. Similar to above. The EA have the double of points. Turn 100. Idem. But now the EA colonized 79 planets and the Drakol 32. The Drakol have the problem with the Colony ships... They only have built 5 and are only gas colonies. Turn 150. Now they are at war (thanks God!). And although nothing happened yet, the situation doesn't look well for the Drakol. Turn 210. The Drakol lost Rove and mostly Cuyrok. They have not colonized most of the available planets. Although undesrtand it's a bug, still they never had many colony ships... For example, at this point they only have 3. Turn 300. The EA won. Here the link: EA_vs_Drakol_A5.zip [ February 27, 2003, 00:05: Message edited by: Master Belisarius ] |
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Corrian vs CueCappa.
Turn 53. The Corrian colonized the systems in contact with their homeworld, but doesn't explored the other systems. In the other hand, the Cue Cappa already have colonies at AAr, Baksha and the next turn in Aargau. Turn 70. The CueCappa started to kill the Corrian systems... seems to be that this will be a very fast game. Turn 100. Game Over. The Cue Cappa won very fast! Here the files: Corrian_vs_CueCappa_A5.zip [ February 27, 2003, 00:54: Message edited by: Master Belisarius ] |
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So far the colony ship bug is the big one to get over in this death match. I don't remember it being as common in the previous one, did the new patch change anything related to this (besides always using MC)?
As always, thanks for doing the contest! |
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Aquilaeian vs Gron.
A very looong game (more than 13 hours playing). The Gron won by points. Although during a good time, the Aquilaeian suffered the Colony ship bug (they only built Ice Colony ships), think the Gron got a deserved victory: think is very difficult for an AI, try to defeat the Talisman. Here the Link: Aquilaeian_vs_Gron_A6.zip |
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The AI have more resources, research more fast and think, have some problems to expand. |
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Toltayan vs Azorani.
Until the Turn 150, the Azorani were down in the numbers and trying to defend their external systems (that had several Toltayan's colonies and fleets). But after it, the Azorani started to counter-attack and invaded the Toltayan systems. The Azorani won at the turn 270. Here the link: Toltayan_vs_Azorani_A6.zip |
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MB,
Sounds like I need to raise the number of attack ships in the AI_Construction_Vehicles file for my races. Toltayans are the second of my races to be ahead and then get overtaken in ship numbers mid game. Will add it to my list of changes. Thanks, GE |
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Vikings vs Shadows.
Turn 50. Shadows ahead in the numbers, but the Vikings have planets in Rove and Abrion. Also, doing test between CR attack ships of both races, the Shadows are unable to defeat the Viking ships: - the PPB are very powerful. - the Shadows have problem to hit the Viking's ships. - The CR of the Shadows had not Shields, then the Ionic dispersers are a real problem for them. Turn 100. The Shadows have the double of points of the Vikings, and control all of their systems. Did test again between BC of both races, with very bad results for the Shadows: they can't hit the Viking's ships. Turn 150. The Shadows first in the numbers, they control (except one planet) the Aar system, and have a good fleet into the Arkite system. The Vikings did a hole between Butukret and Cewandi. Turn 200. Now the Vikings are first! They did several holes into the Shadow's systems... and killed their homeworlds. A near to intelligent move!! Turn 250. The Shadows are falling (in fact, now they're in the 3rd place). Turn 320. Game over, the Vikings won. Here the link: Vikings_vs_Shadows_A7.zip [ February 28, 2003, 22:51: Message edited by: Master Belisarius ] |
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Namovans vs Tessellate.
The Namovans never were able to stop the Tessellate... then, the Tessellate won at the turn 180. Here the link: Namovans_vs_Tessellate_A7.zip [ March 01, 2003, 00:55: Message edited by: Master Belisarius ] |
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Toron vs Teslik.
Turn 50. The Teslik are playing a good game, and are ahead in the numbers. Turn 70. Although the Toron have colonized most of their available planets (one more game without the Colony ship bug!), still they're down in the numbers. For now, both races have control over their nearest systems. Turn 90. The Toron are now ahead. The reason, think, is that the Teslik still can't colonize Ice planets. Turn 105. Now the Toron control Rove... and the things seems bad for the Teslik. Also, the trained Toron's ships are a real problem for the Teslik. Turn 125. The Toron started to invad Butukret... and looks like the Teslik can't change their fate. Turn 156. The Teslik are losing their systems, and will fall under the Toron attacks. Turn 186. The Teslik only have 2 remainder planets... But their Last homeworld have killed lots and lots of Toron's ships! In fact erased 3 or 4 big fleets. They have aprox 20 weapon platforms there... and did a great work defending the planet. Turn 198. Game over. A fleet of 45 ships erased the Last Teslik's planets. Here the link: Toron_vs_Teslik_A8.zip [ March 01, 2003, 02:19: Message edited by: Master Belisarius ] |
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Rage vs XiChung.
During all the game, the Rage had the initiative and the XiChung were unable to stop them... and then the Rage won at the turn 290. Here the link: Rage_vs_XiChung_A8.zip |
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