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March 14th, 2007, 05:21 PM
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Re: Atten Devs: AI (Rules-based dynamic scripting?
Neverwinter Nights is a great game but it was built from the ground up to be scripted. From the beginning of Dominions Ive mentioned scripted AIs. Some great games are out there where players have created programs you can run which will play the enemy like it was another player.
Unfortunately adding it to a game later is like starting over. For everything that the AI does there would have to be a "hook" written in. Variables and commands. Such as, giving a commander an item would requre variables for the slots and ways to detect if it already has something. Or making a move would require variables for neighbors and commands for looking, evaluating, etc. Those are in the game of course but they usually arent done in a clear variable that can be "seen" from outside the game.
The closest we get right now are the modding commands (which there are alot of and more all the time)
Maybe for Dom4. But I think it might be something that would be so involved that they would just write a new game instead.
IMHO
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March 14th, 2007, 05:45 PM
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Re: Atten Devs: AI (Rules-based dynamic scripting?
I appreciate the point about Neverwinter Nights, and if the Dominions AI isn't internally doing scripting I guess it wouldn't be trivial to make it learn. Still, I wonder if the PBEM aspect of Dom3 offers enough "hooks" to build a scripting AI client anyway; you'd have to know how to write .trn files and, as you pointed out, how to read game state like "who controls province #33 this turn, and how many units do I see in it?" and "What items is my Pretender carrying?" It doesn't necessarily have to tie into the existing AI engine, but at least in principle the PBEM orders/execution/results division offers everything you need to write a learning engine.
Even if it did have to wait for Dom4, which I hope it doesn't (I'm off to look at my .trn files in a minute and try to figure out what's in them), an adaptive AI would be incredible for us SP folks and a real selling point. Not that Dom3 is lacking in selling points.  Terrific game, even if I just discovered it three weeks ago.
-Max
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Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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March 14th, 2007, 05:47 PM
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Re: Atten Devs: AI (Rules-based dynamic scripting?
By the way, how much AI programming can you do with the mod commands?
-Max
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Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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March 14th, 2007, 06:10 PM
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Re: Atten Devs: AI (Rules-based dynamic scripting?
You cant really change how the AI thinks. But with map commands you can build an AI nation that makes better use of the AI brain.
With mod commands you can change just about everything. Remove units and spells you feel its using too much, patch weak points that are too well known and abused by players, etc etc.
Its not really a bad AI (IMHO) but the random generation when it sets up a nation makes it rare that you get one where the setting choices match that nations best abilities. Manually making an AI would tend to work better.
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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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March 19th, 2007, 02:43 PM
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Re: Atten Devs: AI (Rules-based dynamic scripting?
Quote:
Gandalf Parker said:
You cant really change how the AI thinks. But with map commands you can build an AI nation that makes better use of the AI brain.
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One really strong benefit within Dominions_2 was the #startspell command where a non-blood nation could be given two or three specific blood spells, a powerful non_moving blood caster and a few magic sites with blood income. As a result you'd be pleasantly surprised from a stronger AI opponent.
UNFORTUNATELY... in Dominions_3 the #startspell command is broken because it only works for ONE turn!! Based on the progress things are getting fixed it looks like my favorite map command will remain broken in Dominions_3.

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March 19th, 2007, 06:26 PM
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Re: Atten Devs: AI (Rules-based dynamic scripting?
Probably yes. Broken commands in the game tend to stay broken. Its taken me literally years to get some fixed.
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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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March 14th, 2007, 07:00 PM
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Corporal
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Re: Atten Devs: AI (Rules-based dynamic scripting?
This is a very interesting point. Perhaps, instead of selecting AI in game set-up, a human is selected and a script would generate a turn using the ftherlnd file, if that file contains data the AI could use.
Just thinking out loud.
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March 14th, 2007, 07:25 PM
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Re: Atten Devs: AI (Rules-based dynamic scripting?
Making the fatherland formating available in general would create a situation for cheating.
But if the game shifted to a fatherland for each nation then it might work.
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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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March 14th, 2007, 07:59 PM
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Re: Atten Devs: AI (Rules-based dynamic scripting?
Gandalf,
I thought that in MP only the host has the ftherlnd file. Are you thinking of cheating by the host? Depending on how much information is in .trn files I can see how cheating could be an issue (it could let you observe battles you have no way of knowing about, or see the distribution of forces across enemy empires), but I didn't think that sort of information wound up in .trn files.
How much is actually known about what resides in each file?
-Max
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Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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March 14th, 2007, 08:09 PM
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Corporal
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Re: Atten Devs: AI (Rules-based dynamic scripting?
In SP, the .trn, .2h and ftherldn files are all in the save game directory.
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