|
|
|
 |

May 11th, 2004, 02:21 PM
|
BANNED USER
|
|
Join Date: May 2004
Posts: 42
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.]
|

May 28th, 2004, 04:17 PM
|
 |
Major General
|
|
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
|
|
Re: SUGGESTION: AI troop building algorithm
Quote:
Originally posted by Kristoffer O:
Hmm, it's a bit difficult to follow without graphical representation.
|
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 ...
|

May 28th, 2004, 04:38 PM
|
 |
Major General
|
|
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
|
|
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 ...
|

September 23rd, 2004, 03:52 PM
|
 |
Major General
|
|
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
|
|
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 ...
|

September 23rd, 2004, 04:43 PM
|
Second Lieutenant
|
|
Join Date: Feb 2004
Posts: 529
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SUGGESTION: AI troop building algorithm
Where do I get this mod, and how do I install it?
|

September 23rd, 2004, 04:55 PM
|
 |
General
|
|
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
|
|
Re: SUGGESTION: AI troop building algorithm
It's not a mod. It's a suggested AI algorithm. In other words its an attempt at making a strategic manual for the AI. Print it out and play a game with those rules and never take any initiative of your own and you are playing the game acording to the Arralen AI Algorithm. If tested and proven good it might inspire JK to alter the current algorithm. If you come across any problems notify Arralen. He seems to be up for input  .
|

September 23rd, 2004, 05:09 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: SUGGESTION: AI troop building algorithm
Its a set of AI rules. People keep saying "broke" but they rarely come up with specific suggestions such as this thread did. There is also another one like it on AI castle building somewhere.
The reason it needs testing is that its not hard to come up with specifics on how Ulm would play better or how Ermor would play better. But there is only (at this time) one AI program. So if you were to write a generic AI using words like infantry, cavalry, archer, mage, priest... then will it make things worse when played by Pangaea, or Caelum, or Atlantis.
__________________
-- 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!)
|

September 23rd, 2004, 06:22 PM
|
 |
First Lieutenant
|
|
Join Date: Jul 2004
Location: Albuquerque, NM
Posts: 605
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SUGGESTION: AI troop building algorithm
I think I'll attempt to test this, so wish me luck; I'm not sure how hard it's going to be.
__________________
Every time you download music, God kills a kitten.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|