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jonbaer

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Posts posted by jonbaer

  1. Has anyone else followed what DeepMind published w/ regards to Starcraft2 AI (more specifically and if I followed it correctly) - what they did was added a listener to a running game in which case they fire back game state over Protocol Buffers and let either C++ or Python scripts control them.

    https://github.com/deepmind/pysc2

    https://github.com/Blizzard/s2client-api

    https://github.com/Blizzard/s2client-proto

    https://github.com/davechurchill/commandcenter (This would be almost a Petra equivalent using the C++ client)

    What I have been studying recently are the build orders (strategies under which the commandcenter runs) because Blizzard also released a ton of replay files, assuming in which case you could parse and analyze.  There are too many maps to study but for a game w/o 3 races + 2 resources I find the entire thing to be (maybe) a less of a challenge than if 0AD had the same AI running backend.  Hooking into Petra's Headquarter in a similar fashion - would that be possible now w/ just JS hooks or does the way Blizzard did it w/ protobuf over the wire make more sense.  I'd love to see 0AD as an AI platform but I can't tell if it's already there or something would need to added.

    Thoughts? (I know there were OpenAI / Gym / Universe discussions before but this seems more inline w/ how to get output/input into the game)

     

  2. +1 for more AI diplomacy.

    To me this has been the most enjoyable thing to watch.  Playing a random map w/ 4 players and myself all set to 1 team and after a while having the alliances and enemies formed.  I wish there were more ways to develop/program this outside of the larger game, so far from what I gather the AI asks for the alliance too late - it's unsure what the game state is to make a judgement for when this happens.  I do predict a day will come though when the AI will be able to completely auto balance everything from alliances/military/trade/spies/navy - then we are doomed :-)

  3. I'd actually like to put this onto a GitHub pull request along w/ another patch (Random AI Settings), would that be easier?  The thing is I don't see any PR(s) on the current master that is up there.  I had to delete my SVN copy for needed space for work related stuff - I'd like to see the entire project move to GItHub but I do recall there being issues w/ the larger files.  (Seeing a split between engine code + public mod would be great too but I know how difficult that would be to keep in sync).

    My other option was to just create mod(s) for both against Alpha22 + just post them to GitHub repo.  Either way great job handling this project in an open source setting - I'd imagine it is not an easy task.

  4. Hi, I am curious to know has anyone built a world map mod somewhere?  Something akin to the Red Sea map but more global or covering a larger area.

    I realize it doesn't have to be to scale but someone was looking for a gaming engine to do something like a global world map for a strategy game and thought he could use pyrogenesis pretty easily if that was the case, just wanted to see if that mod existed yet though.

    - Jon

  5. I found some interesting metrics in regards to build order optimization over the weekend, question in pertaining to 0ad (as most of the research papers reflect StarCraft to a large extent) is how to view a more common build order benchmark within the game, for example most SC/SC2 orders are grouped to strategies and you can find them all over labelled as such (one example): 

    7 Roach Rush / Expand / Lair
    6 Drone until 10
    10 Double Extractor Trick
    12 Overlord
    12 Spawning Pool
    11 Drone x5
    16 Extractor (Put 3 Drones inside immediately upon completion)
    15 Drone
    16 Queen (Inject Hatchery as soon as she pops out)
    18 Overlord
    18 Drone x2
    20 Roach Warren
    19 Overlord
    19 Roach x7
    33 Drone
    34 Overlord
    34 Hatchery (Expand)
    33 Drone x3
    36 Lair
    36 Extractor

    Can something similar be extracted from commands.txt or are there current tools outside of the game which do this?  Or are there plans to maybe adding these metric types to the new charts section?  Does anyone else here study this type of field/research?

  6. I was originally thinking of this game mode as a challenge to some reinforcement learning algorithms and to examine what the build order was w/ a static map (in other words the layout and the resource locations were always the same).  I came across another project similar to what I wanted to create ... https://github.com/santiontanon/microrts ... it is the bare minimum for figuring such a task but of course they based it on the Starcraft conception of a smaller resource pool (there are only 2 in Starcraft right?) ... I think if the map changes and maps are random there can never really be a benchmark.  

    Also (and I think many can agree) is that 300 isn't always 300 strong.  So I think looking at not just time but time and strength would be good measurement. 

  7. I am going to take some time and answer some of your questions for sure but in the meantime I think some best/worst are also based on which maps you are playing, for example I find the Iberians fire ship to be highly effective in destroying ports easily.  What I am trying to figure out when doing random civs are what the best defensive strategies are vs. siege in each civ.  That is a question I would ask a pro player.  Keep up the good videos they are very informative and helpful.

  8. I guess what I am interested in is if you can reach it faster w/ one particular civ over another and what that ratio % is.  I feel like I am getting faster at it but have not timed it so that would be nice to see.  I wish something like that was a build to be a bit more portable (0ad engine + 1 random map + 1 civ) @ smaller download (for research).  Post back here any progress.

  9. I used to think this way but there are some elements I focus on ...

    1. Random maps - identifying chokepoints and working around (and with) them

    2. Establishing a solid market and trade / barters / tributes

    3. The right alliances (when the map is revealed)

    4. Some naval strategy (blockades)

    5. Early siege defenses (and counters) 

  10. Right now you have to partition your trade by % of each resource you wish to trade, are there any plans to make it so that you could actually lock a trader to a particular resource type?  I would imagine you could do this somehow by just extending the current trader / merchant ship to say "Metal Trader" or "Wood Trader", etc.  A few times I had a case where I wanted my longer routes to do metal but I didn't want to allocate it to 100%.  Does this make sense or has this been discussed under the Market before?

    • Like 1
  11. Is there anyway to suppress the ErrorReporter, it would be great if this was wrapped up so long running games don't end up w/ screens of log messages:

    msg << (isWarning ? "JavaScript warning: " : "JavaScript error: ");

    Are there any plans to do that?  (Developer "mode"?)

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