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May 11th, 2004, 02:11 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: SUGGESTION: AI troop building algorithm
Quote:
Originally posted by proteus:
It is a good game with a good AI.
But I still recommend HoMM3. Awesome AI. Not as many units/spells like in Dom2, but still lot of different units/spells.
Also in Doms2, the majority of the units are 'useless', just like the spells.
Quantity <<< Quality.
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Wow you really should play more. In 5 or 6 more years you will learn to say things like 'useless to me' instead of useless. I have found very little in the game that is useless but it has take about a year of purposely looking at things that seemed that way in order to find how they might be used. A player has to find the nation/strategy that fits their playing style (and then of course the rest would be useless to them)
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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May 11th, 2004, 02:15 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: SUGGESTION: AI troop building algorithm
Quote:
Originally posted by HotNifeThruButr:
Galactic Civilizations? I bought that game and thought it was a waste of 30 bucks. Didn't give it much of a chance though.
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For nearly a decade GalCiv has been mentioned in scientific papers and serious discussions about Artificial Intelligence. Its the game built around AI algorythms. The original OS/2 Version mostly but now that Windows can do multi-threaded tasking (kindof) Brad has tried to port it to Windows. Its still a work in progress. I own a copy but I must admit Im kindof waiting for the game itself to get more interesting to make the AI worthwhile
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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May 11th, 2004, 02:21 PM
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BANNED USER
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Join Date: May 2004
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Re: SUGGESTION: AI troop building algorithm
That is true...you were right, this was my example. pI am never using LI for example, but maybe it is useful as well, just not for the AI.]
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May 28th, 2004, 04:17 PM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
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Re: SUGGESTION: AI troop building algorithm
Quote:
Originally posted by Kristoffer O:
Hmm, it's a bit difficult to follow without graphical representation.
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ok, here it is:

[ May 28, 2004, 15:26: Message edited by: Arralen ]
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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May 28th, 2004, 04:38 PM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
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Re: SUGGESTION: AI troop building algorithm
I'll continue the test game this weekend.
Meanwhile here are some improvements to the (pseudo-)code:
code:
[if there are multiple troops that fit a condition, mix equally,
starting with the most ressource-costly first]
[bless effect=true IF 3 pathes @4 OR 1@6/1@4 OR 1@9 or better]
0) IF ERMOR(Ash, Soul)OR PANGAEA(CarrWoods) GOTO 2)
CALL BUILDCASTLE
IF (availablemoney) STILL >400
BUILD lab where's a special commander(mage) to build
IF (availablemoney) STILL >(templecost*2)
BUILD temple at
- prov. that offers special holy commanders (mages, priest=3, dunno)
- prov. that have a castle
IF (numberofprovinces)>(numberofcastles)*4
AND ((turnnumber)-(numberofcastles)*10)*10%=true SAVEMONEYTURN=true; SKIP 1-3)
1) Build troops at home province
- IF prophet=false BUILD priest-3 or better
- most expensive mage commander (80%:max. 1/2 of available money/ 20%: max.3/4)
- assassin/spy/bard etc. IF ((turnnumber)-5)*10%=true
- priest w/o magic IF (turnnumber)>(numberofpriests)*3
- most heavily armored commander IF (turnnumber)>5 AND 'unusedleadership'<10
- scout (50 - (turnnumber)*2)%
- holy troop IF (bless effect)=true AND 3 pieces possible
- heavy troops ress)>14 with (strat move)>1, best move first IF 2 pieces possible
- heavy troops ress)>14 IF 3 pieces
- medium troops: (ress)>10 IF 3 pieces
- archers: IF Long-/Compound Bow
2) build troops at castles [highest ress value goes first]
- most expensive mage commander (max. 1/2 of available money)
- assassin/spy/bard etc. IF ((turnnumber)-5)*10%=true
- priest w/o magic IF (turnnumber)>(numberofpriests)*3
- most heavily armored commander IF (turnnumber)>5 AND 'unusedleadership'<10
- scout (50%)
- holy troop IF (bless effect)=true AND 3 pieces possible
- heavy troops ress)>14 with (strat move)>1, best move first IF 2 pieces possible
- heavy troops ress)>14 IF 3 pieces
- medium troops: (ress)>10 IF 3 pieces
- archers: IF Long-/Compound Bow
3) Build special troops [in non-fortress prov]
- special commanders IF mage
OR
IF special troops ARE undead, amphibic, flyers, stealthy
- build as many special troops as ressources, (availablemoney)/2, (commandvalue) allows
4) Build patrols at province w/o castle and less than 20 troops on patrol
IF
borders enemy prov.
OR has lab, but no castle
OR has only 2 land neighbours
OR has 3 neighbours, but only 1 owned
THAN BUILD
- most mobile commander IF (numberoftroops)>(commandvalue)
- highest movement troop[for patrol]
5) Build troops at all castled prov. [high ress value first]
- light troops: (ress)>7 IF 3 pieces
- fill with light archers/slingers
6) Build troops in prov
IF
borders enemy prov.
OR has lab, but no castle
OR has only 2 land neighbours
OR has 3 neighbours, but only 1 owned
- heaviest inf (50%)
- archers (no matter what)
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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September 23rd, 2004, 03:52 PM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
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Re: SUGGESTION: AI troop building algorithm
I must admit - it's not only Gandalf who can't play as an AI would, strictly follwing the 'build script' .. I can't do it either. After 6..10 turns I simply screw up .. either I overlook something I'm supposed to do, or I start doing things I shouldn't
So if there's anyone out there interested in an AI that does not only build Light Infantry, please test this building script. If it works well, the devs may put something similar into the game, maybe. 
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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September 23rd, 2004, 04:43 PM
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Second Lieutenant
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Join Date: Feb 2004
Posts: 529
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Re: SUGGESTION: AI troop building algorithm
Where do I get this mod, and how do I install it?
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