MoLAoS Posted January 4, 2013 Report Share Posted January 4, 2013 I don't mean the thread title to be misleading, you just have limited space to describe the topic.As I work on my own game engine I have slowly been working on the concept for my AI system. I want it to be able to deal with new maps and units without my specific input. Now realistically I don't expect to have many modders making game factions, but I am sort of compulsive and perfectionist so I want it to work theoretically even if I am just making games to play by myself.On that topic, what sort of AI are people making for 0 AD? Any of the standard approaches? Anything original? How much simulation data is exposed to the AI? How does your AI read the map? How does it decide what units are for? Is it a tag system where the faction designer specifies a type tag? Can the AI look at the units stats and figure out what they are for?How does it work? I had been considering trying out some of my AI theories using 0AD since my engine does the AI in source and I don't have multiple well designed and completed factions. How much power does the API have to work with?Also I just like discussing AI and only one or two sites on the web are dedicated to AI for video games. Quote Link to comment Share on other sites More sharing options...
Almin Posted January 4, 2013 Report Share Posted January 4, 2013 Ok, I think we really need a centralized wiki-article about everything related to AI. If you are interested in AI and able to understand JavaScript you can have a look at the sourcecode in the directory /binaries/data/mods/public/simulation/ai/or in here: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/ai.I also started to get interested in AI and sadly there's not a little bit of documentation that I've seen so far, well except of one wiki-article with two links which are outdated: http://trac.wildfiregames.com/wiki/TDD_AIThe best documentation you get is what you find out by reading the source, sorry! I think I'm starting to document a little bit in the above wiki-article, but this month I've got to succeed in my A-levels-tests, then I've got a few months without school and studying were I've got enough time. But for now you may ask programmers of the team who have worked the AI out and know much better than me, e.g. quantumstate. He's a nice guy and will also answer your questions if you enter the IRC-Chat. Quote Link to comment Share on other sites More sharing options...
MoLAoS Posted January 4, 2013 Author Report Share Posted January 4, 2013 I don't really need to know the details per se. Just general stuff. I did a little looking in the source and I do grok the JS but I don't have time to do a detailed analysis right now on top of my own work. Quote Link to comment Share on other sites More sharing options...
leper Posted January 4, 2013 Report Share Posted January 4, 2013 The qBot Structure Overview should give some overview of qbot. (Most of it should still be correct) Quote Link to comment Share on other sites More sharing options...
MoLAoS Posted January 4, 2013 Author Report Share Posted January 4, 2013 The qBot Structure Overview should give some overview of qbot. (Most of it should still be correct)Wow, exactly what I was looking for. Quote Link to comment Share on other sites More sharing options...
quantumstate Posted January 4, 2013 Report Share Posted January 4, 2013 Ok, I think we really need a centralized wiki-article about everything related to AI. If you are interested in AI and able to understand JavaScript you can have a look at the sourcecode in the directory /binaries/data/mods/public/simulation/ai/or in here: http://trac.wildfire.../simulation/ai.I also started to get interested in AI and sadly there's not a little bit of documentation that I've seen so far, well except of one wiki-article with two links which are outdated: http://trac.wildfire...com/wiki/TDD_AIThe AI/Engine low-level API page which you linked to is up to date, it is just lacking information. Quote Link to comment Share on other sites More sharing options...
MoLAoS Posted January 5, 2013 Author Report Share Posted January 5, 2013 So it looks like a pretty standard planner type AI. How well is it holding up against medium level players? And does it do anything that is commonly referred to as cheating like seeing the whole map and so forth? Quote Link to comment Share on other sites More sharing options...
Zeta1127 Posted January 5, 2013 Report Share Posted January 5, 2013 The AIs currently ignore the fog of war. Quote Link to comment Share on other sites More sharing options...
quantumstate Posted January 5, 2013 Report Share Posted January 5, 2013 The AI sees the whole map. Currently it can't stand up to a moderate player, the economy is quite reasonable in early and mid game but combat is poor and later in the game it struggles when resources start running out. Quote Link to comment Share on other sites More sharing options...
Almin Posted January 5, 2013 Report Share Posted January 5, 2013 (edited) The qBot Structure Overview should give some overview of qbot. (Most of it should still be correct)Ahh, now this is nice!The AI/Engine low-level API page which you linked to is up to date, it is just lacking information.Ooops, sorry, I didn't know that, it seemed a little bit too short for me. I didn't want to offend you or anything! Edited January 5, 2013 by Almin Quote Link to comment Share on other sites More sharing options...
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