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Everything posted by sarcoma

  1. The stats feature is very useful. Thanks Seems like faction02 has 1 real (6.20 old) and 1 fake fgod (0.23)
  2. Hi No, I have not tried OpenAI. I browsed the pages and seems to me that in order to apply this to 0AD they need permision from WFG to build an environment for the game in Universe. They use the pixels from the game window as state. I see a problem here since that window would show only partial information of the game state. Then the apply RL and output keyboard or mouse commands. Actions in the game seem a little more complicated: Send workers to build something somewhere, maybe out of sight, for example. It doesn't look as simple as some games: Arrow up, etc. In any
  3. I tried to apply reinforcement learning (Q-learning specifically) to Petra but failed miserably. It has been applied to many RTS bots Civilization IV: https://pdfs.semanticscholar.org/9f9c/0f114b0c4d9b13ec048507a178fe9b3da4ae.pdf Wargus: http://www.aaai.org/ocs/index.php/AIIDE/AIIDE12/paper/viewFile/5515/5734 BattleCity: https://arxiv.org/pdf/1602.04936 and seems to be successful. @jonbaer: Is it necessary to consider each manager as an agent? The headquarters module makes quite a lot of decisions, I think, and it recieves the gameState as parameter. Multi-agent
  4. Very cool. Also I like the theme with guitar and flute.
  5. Thank you, fatherbushido. I can use this to search for the xml tags and get the stats.
  6. Hi, guys I will have time to work on this in 2 weeks when I'm off of work. I need to model the agents: units, structures, resources, etc. Where in the code can I get the numbers of each? HP, speed, attack, armor, etc. I couldn't find that info in http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates Thanks
  7. Some weak players have 1500+ by doing this
  8. Thank you, fatherbushido That really helps understand the code
  9. Thank you very much, Stanislas. I hope I can make something of value.
  10. Hi, Stanislas I had a look at http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/ai I was wondering if it were posible to create an inference engine and use Q-learning to command the AI to make better decisions but I would need a way to get stimuli from the ongoing game. Or maybe if the commands.txt is parsable to extract the actions people normally do, I could use that to create blind build orders. I found http://yieldprolog.sourceforge.net/ hoping to translate prolog into js. Thanks
  11. Hi, community How do I go about understanding the AI code? I was hoping I could implement some logic and prediction for the AI without delving too deep in the GUI code. It would be nice if somehow I could get the information learned as the game progresses and inject commands in response to that, like from a black box, then I might be able to focus on the logic. Thanks
  12. Nevermind, I found it https://wildfiregames.com/forum/index.php?/discover/unread/ it's an icon now. Sorry. If you can delete this silly post, please do
  13. I can no longer load the latest posts in forum like before.
  14. I think someone suggested adding them as mercenaries for Persia, Gaul or I don't know
  15. Lately I've been spamming spartan 2nd-age demi-champs (short swords) to rush enemy before age 3. Build order: get to age 2 asap with 2 barracks preferably and healthy farming and mass produce this guys to chop wood and mine gold, no need to even phase 3, just a blacksmith to improve attack and armor. As soon as you reach 50 to a 100, send them to destroy people and buildings. Pretty unfair against most. Can be countered by enough slingers or seleucid horse archers.
  16. I have played some defensive players that get around the no walls rule by building layers of houses in front of a perimeter of garrisoned fortresses and towers with horses ready to attack rams. Very distasteful. One strategy against turrets, but not turret spam, is to have archers destroy a turret but not the connecting parts. You need lots of archers and healers behind.
  17. Those icons in the market are for selling 100 of selected resource, and buying x desired resource. The resource traders win is selected from the coins icon, either in the market or the upper panel. Default is 15% W, 15% F, 35% S, 35% M, or something like that. You change that as desired. That is why you see the trader earning x resource on a trip, x other resource in another, according to percentages and distance.
  18. If the trader was trading a resource (food) and you change to 100% metal, for example, you have to wait until the next trip begins to see the chance, I believe.
  19. Hi, Map: Schwarzwald Multiplayer CC started in a small island, very little wood around, isn't this map supposed to be all forest? First case: host suffered this. Already reported to elexis Second case: This happened to me later. Randomly chosen map. Units could walk on water commands1.txt commands2.txt
  20. A bit unrelated but I think it would do wonders for people with low RAM if there is an option where the game freed all memory once you hit the end game stats instead of leaving everything cached once you return to the lobby. I assume it is better for people with enough RAM to keep everything, but with low RAM loading a new game starts swappping and is worse the reloading from disk on clear RAM
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