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  #1  
Old January 16th, 2005, 12:18 AM
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Master Belisarius Master Belisarius is offline
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Default Re: Human vs Top AIs

Narn Regime vs Tessellate
The Tessellate won fast, at the turn 190.
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  #2  
Old January 16th, 2005, 12:20 AM
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Default Re: Human vs Top AIs

Pyrochette vs Aquilaeian.
The Aquilaeian won at the turn 420 (it was a 24 hours game!).

Then, here the standings for the group E1:

Group E1
United Flora 4
Aquilaeian 2
Pyrochette 0


In the group E2, the Tessellate was the winner, then, they will fight the semi-final against the Aquilaeian.

The UF still need to wait, to see if will play against the Narn or the Verduran.
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  #3  
Old January 16th, 2005, 01:43 AM

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Default re AI Deathmatch

Belisarius et al,

Can I ask you a question or two? I would like to use the AIs to rigorously test a new map I have made (it's a*very*( different map)

1) how do you do practically an AI deathmatch? Ie: how do you load up the game so only AIs are running, etc...
2) how long do you let it run (in turns) before calling the game, or do you just let it run until only one is left? And, if so, how practically is this done?
3) in your experience, how well, if at all, do AIs deal with one-way warp points?
4)Do you have a list of, say, the top 20 AIs that I should use to do such a rigorous test as I describe?

thanks in advance for any and all assistance!

Alarik
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  #4  
Old January 16th, 2005, 09:57 AM
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Default Re: re AI Deathmatch

Quote:
alarikf said:
1) how do you do practically an AI deathmatch? Ie: how do you load up the game so only AIs are running, etc...

In my game tests, discovered that an empire started as human and changed to be 100% under AI control, doesn't work exactly like an empire started as AI player.
Then, in my test games always use an "human empire" as first player, with all the ministers OFF. Usually I make them start into a systems without warpoints (then, nobody take advantage of them).
After the human empire, I load the empires that want to test and select the option "Computer Controlled".

Quote:
alarikf said:
2) how long do you let it run (in turns) before calling the game, or do you just let it run until only one is left? And, if so, how practically is this done?

Use a program that I did some years ago, named "SE4 batch". With it, I can run the game X turns and keep save games each 10 turns (for example).
If you wish, can send it to you (although some people had problems running it).

Also, Ruatha, who posted some *.bat files that can help you to run SE4 x number of times.

IF you have XP (and think W2000), you can use this bat:

set counter = 0
:loop
set /a counter = %counter% + 1
set
if exist Gamepath\Se4.exe
IF "%counter%"==5 goto End
START /WAIT
Gamepath\Se4.exe "Game" "password" "0" "modname" -nd
goto loop
:End

This Bat would run SEIV 5 times (of course you can change the number of times).

If you have Win98, need to use this other bat (also posted by Ruatha and works in XP too):

@echo off >NULL
if not [%1]==[] goto Okay
echo Syntax: %0 Number
goto End
:Okay
if [%2]==[::] goto 2nd time around
if [%3]==[::] goto 3rd time around
if [%4]==[::] goto 4th time around
if [%5]==[::] goto 5th time around

%comspec% /e:2048 /c %0 %1 ::
goto End
:2nd time around
for %%v in (0 1 2 3 4 5 6 7 8 9) do call %0 %1 %%v ::
goto End
:3rd time around
for %%v in (0 1 2 3 4 5 6 7 8 9) do call %0 %1 %2 %%v ::
goto End
:4th time around
for %%v in (0 1 2 3 4 5 6 7 8 9) do call %0 %1 %2 %3 %%v ::
goto End
:5th time around
echo %2%3%4
if [%1]==[%4] exit
if [%1]==[%3%4] exit
if [%1]==[%2%3%4] exit
start /w Gamepath\Se4.exe "Game" "password" "0" "modname"
:End

You need to run this bat, indicating the number of loops.
If you named the bat AUTO, then, you can call it with:
AUTO 5, and will run 5 times.

Quote:
alarikf said:
3) in your experience, how well, if at all, do AIs deal with one-way warp points?

Never did this test... but think the AI would be in problems to manage it.

Quote:
alarikf said:
4)Do you have a list of, say, the top 20 AIs that I should use to do such a rigorous test as I describe?

Think you should try my signature to check the firsts AI deatmatch editions.
Here the list of the 18 best AIs of the current Death Match.

United Flora
Pyrochette
Corrian
Tessellate
Orks
Toron
Space Vikings
Fazrah
EEE
Aquilaeian
CueCappa
Rage
Earth Alliance
Narn Regime
Sallega
Verduran
Khrel
Gron

Quote:
alarikf said:
thanks in advance for any and all assistance!
Alarik
No problem!
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  #5  
Old January 16th, 2005, 10:05 AM
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Default Re: re AI Deathmatch

Narn Regime vs Verduran.
The Verduran won at the turn 220 and then, forced a Tie Break.
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  #6  
Old January 16th, 2005, 11:52 PM
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Default Re: re AI Deathmatch

Narn Regime vs Verduran
The Verduran won at the turn 210.

Verduran vs Narn Regime
The Narn Regime won by points at the turn 500.

Then, the Verduran won the Tie Break and got the place to the Semi-Final.

Here the standings after the Fifth Round:

GROUP E1
United Flora 4
Aquilaeian 2
Pyrochette 0

GROUP E2
Tessellate 4
Verduran 2 => Won the tie break
Narn Regime 2


In the Semi-final, each AI will play 2 games, and the winner of each group will reach the final.

GROUP F1
United Flora
Verduran

Group F2
Tessellate
Aquilaeian
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  #7  
Old January 17th, 2005, 07:09 PM
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Default Re: re AI Deathmatch

United Flora vs Verduran.
The UF won at the turn 450.

Tessellate vs Aquilaeian.
The Tessellaye defeated the Aquilaeian pretty fast, at the turn 210.

At this point, is not a secret that the UF and the Tessellate are the strongest AIs (at least with this game settings), and that the final will be again between them.
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