I have been working on it for about the last 1.5 weeks on and off (faster progress recently since it is making me excited). I decided to announce it now because I just got it to beat JuBot for the first time on Oasis (it may well not do this on other maps).
Key changes from testbot:
- Replaced the plan manager with a new queue system which is persistent.
--- This allows predictive resource priorities so the right stuff is gathered when needed.
--- Should lead to a more efficient AI in the future since plans are not discarded at the end of a turn.
--- Does fairer priority balancing, keeping an account of resources spent.
- Buildings are demand driven
--- Houses keep up with demand and don't waste wood by having too many
--- Farms will be replanted forever (well until the wood runs out)
- The military is currently a heavy work in progress.
--- Currently it builds several barracks then spams spearmen and javelinists until it has twice as many troops as the enemy (or 60 units), then walks up to their CC and lets the troops have fun .
--- It now builds advanced units, and defence buildings. Also it defends against attacks.
There is an overview of how qBot works at https://github.com/q...ucture-Overview
This resides on github.
There is an issue tracker on github if you have/are willing to create and account there. Otherwise please contact me through the 0AD forums or irc.
NOTE: qBot requires a recent svn version of the game, it will not work with alpha 7
Edited by quantumstate, 14 October 2011 - 08:21 PM.