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qBot (yet another AI)


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That's great! Could it eventually also be the way difficulty is set?

Yes, there aren't enough options exposed to do that very well right now, but in the future it should be the way to adjust things like that. The config file should be powerful enough to produce specific AI play styles, so there could be booming/rushing/... types of AI all sharing the same base logic. Then this can be randomly picked or specified in the game setup.

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i've played a game in Median oasis map. At the beginning the ai is aggressive, but after some time it became inactive: i think that ai players finish their resources and don't know how to use the bartering system... when i have attacked their territories, i've found plenty of women doing nothing near the border of the map ready to be slaughtered.

I'm a very slow player (the game finished after 2 hours), so maybe the ai players are just tired :P

but overall the ai has made great improvements since the last alpha release (y)

I played Alpha 8 in oasis 2 alpha 8 for 50 minutes and the same issue propped up .

Qbot was great for the first 35 minutes but the moment I constricted Qbot's territory Qbot fell apart . It ran out of resources and stopped producing units that could defend its position . As a result 6 war elephants was all that it took to destroy Qbot . Apart from that Qbot is a large improvement over Jubot from alpha 7 .

Edited by ac892006
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Wow, the first time a bot defeated me in the game. qbot in Alpha 8 is much better than before. Well done.

Edit:I've got some warnings playing against qbot. Perhaps you would like to know:

WARNING: JavaScript warning: simulation/ai/qbot/attackMoveToLocation.js line 102

reference to undefined property this.path[0][0]

WARNING: JavaScript warning: simulation/ai/qbot/attackMoveToLocation.js line 102

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WARNING: JavaScript warning: simulation/ai/common-api/utils.js line 3

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WARNING: JavaScript warning: simulation/ai/qbot/attackMoveToLocation.js line 216

reference to undefined property this.path[0][0]

WARNING: JavaScript warning: simulation/ai/qbot/attackMoveToLocation.js line 216

reference to undefined property this.path[0][1]

WARNING: JavaScript warning: simulation/ai/common-api/utils.js line 3

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WARNING: JavaScript warning: simulation/ai/qbot/attackMoveToLocation.js line 225

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WARNING: JavaScript warning: simulation/ai/qbot/attackMoveToLocation.js line 225

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WARNING: JavaScript warning: simulation/ai/common-api/utils.js line 3

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WARNING: JavaScript warning: simulation/ai/qbot/attackMoveToLocation.js line 216

reference to undefined property this.path[0][0]

WARNING: JavaScript warning: simulation/ai/qbot/attackMoveToLocation.js line 216

reference to undefined property this.path[0][1]

WARNING: JavaScript warning: simulation/ai/common-api/utils.js line 3

reference to undefined property b[0]

WARNING: JavaScript warning: simulation/ai/common-api/utils.js line 4

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WARNING: JavaScript warning: simulation/ai/qbot/attackMoveToLocation.js line 216

reference to undefined property this.path[0][0]

WARNING: JavaScript warning: simulation/ai/qbot/attackMoveToLocation.js line 216

reference to undefined property this.path[0][1]

WARNING: JavaScript warning: simulation/ai/common-api/utils.js line 3

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Edited by Spahbod
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Edit:I've got some warnings playing against qbot. Perhaps you would like to know:

Thanks I will get this fixed. It shouldn't affect the bots play significantly.

Do you plan on improving the military aspect of qBot?

Additional question to anyone: is there any way to simulate LOS for the AI?

Yes the military aspect will be improved. At some point LOS will be added (probably as a optional thing), the bot doesn't have enough military sophistication to make this very significant currently though so it is not going to happen in the near future.

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This happened on other maps as well, in my game of Celts vs Hellenes I rush him after 5~6 minutes and constantly attack his base but he only recruit female citizens. After around 15 minutes he repelled my raid with his superior economy and troops trained from those newly constructed bases.

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I'm likely going to work on my free time on an improved attacking system. But I wouldn't want to try and do something that Quantumstate is already doing...

I'm not currently working on much to do with qBot, I am fairly busy with other things in life currently and the next main thing with qBot is probably going to be working out/integrating new API changes.

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  • 3 weeks later...
  • 1 month later...

The final AI: qBot version will be released? It can solve because qBot causing game lag problems? :o :o :( :( :(

The final version of the AI is not likely to be released until earliest when the final version of the game in its entirety is released. Improvements to speed are likely to be done and released before that though, but there could be new features added in a later release making it slower again, so don't expect it to be as good as it can be until the game is finished :)

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