Author Topic: Just an AI idea  (Read 3314 times)

Dasaki

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Just an AI idea
« on: 19 June 2008, 19:14:01 »
I'm not good at coding or anything, but you might possibly find better gameplay with the AI if they do 'buff' matches with you.  Rather then getting like 3 or 5 guys out then rushing you, u could make it to where they have a quota as to how many they should have out. It could also vary by unit, say the quota limit is 6 small units, and a couple of cavalry both short and long range.  Don't forget teh seige weaps.  THEN they charge.

how does that sound.  Might be easy, might be hard.  But try it anyways.  (I would TOTally love to get some coding advice and be taken along that as well, more heads equal more effeciency)
« Last Edit: 1 January 1970, 00:00:00 by Dasaki »

Dasaki

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« Reply #1 on: 22 June 2008, 04:39:13 »
I don't suppose the AI thing is in XML?  Or is it actually in a C coding.  Help would be appreciatted, I'm trying to muck with the AI so that I can make varied gameplay.
« Last Edit: 1 January 1970, 00:00:00 by Dasaki »

hailstone

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« Reply #2 on: 22 June 2008, 08:18:55 »
I'm not sure about xml but it's definitely in code, see glest_game/ai .
« Last Edit: 1 January 1970, 00:00:00 by hailstone »
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Dasaki

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« Reply #3 on: 22 June 2008, 20:08:19 »
Damn... i'll have to learn how to code a little better then.... >.>
« Last Edit: 1 January 1970, 00:00:00 by Dasaki »

Jamesgamer

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« Reply #4 on: 23 June 2008, 00:10:01 »
Where is glest_game?

Dasaki:download MS visual C++ express :)

http://www.microsoft.com/express/
« Last Edit: 1 January 1970, 00:00:00 by Jamesgamer »

hailstone

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« Reply #5 on: 23 June 2008, 10:24:00 »
when you download the source, there is glest_game and glest_lib folder. I'm not sure if the compressed version from sourceforge has the same directory stucture as the svn. I assume so. Just keep looking, you will find it eventually.
« Last Edit: 1 January 1970, 00:00:00 by hailstone »
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Dasaki

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« Reply #6 on: 23 June 2008, 11:14:31 »
Alrighty thanks guys.  I'm a little shaky on the whole coding thing tho.  So I'm currently looking for some simple to understand tutorials.  I'm sure I'll get it sooner or later, I just gotta keep trying.
« Last Edit: 1 January 1970, 00:00:00 by Dasaki »

Dasaki

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« Reply #7 on: 23 June 2008, 14:22:56 »
Ok um, I got a few question to ask, but i'll hold onto them for now.  As of now I figured out that the config already has set AI logs that I can use.  So all I need to do is to create a program for them to act the way I think they should act.

These things include, but are not limited too...

1. Allowing AI unit redirection if they are being attacked from the source,  when they send a unit out they just have those Stright rules to go and attack.  They have no perimeters to set them to attack the closest unit to their base.  I think I have a good fix, but not to sure... it just might clash with the original settings.  (Sometimes it is just best to let the enemy attack as it may not be successful anyways)

2.  ALLY AI free form assist.  Here is what I saw when I did a magitech team battle.  As I was creating my army I was attacked.  I had to use only my resources to fend off the attackers.  Problem is, my allies are right next to me (Conflict was the map i was on)    I'll try to code something to where you're ALLY AI comes to help out when they have the viable resources to do so.

3. Enemy attack counter.  They tend to just be static in their own defense.  They'll send a unit out, and that's just abou it.  They don't try to retreat if they seem out matched.  I'll try to code something with a vicinity counter to allow all AI to use whatever means to survive.  I'll also try to install some chokepoint locators on them.

If anyone want's to help out be my guest.

My email is Dasaki89-^-yahoo.com

and you can also catch me on AIM.

Needless to say, I'm still a beginner.  Although I kind of have a standpoint on how to code, and how the system works.

Designed by the Designer of all Designers
Dasaki Kasanagi
« Last Edit: 15 April 2016, 20:05:53 by filux »

Ayrin Greenflag

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AI flee
« Reply #8 on: 26 June 2008, 11:10:24 »
Hi, i think u can make a basic decisional system for enemies (and player units too) inserting a check for wounds... example with few wounds left the unit try to flee.... or ... unit receive too many wound in a single shot and it flee in frenzy (as warhammer)
formations for group wil lbe also nice commands to add
« Last Edit: 1 January 1970, 00:00:00 by Ayrin Greenflag »

Dasaki

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« Reply #9 on: 26 June 2008, 18:02:25 »
Hmm.... interesting.... that seems a bit more complex that having a small number of people... but somehow I think it'll be easier...

thx for the suggestion
« Last Edit: 1 January 1970, 00:00:00 by Dasaki »

Ayrin Greenflag

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complex life
« Reply #10 on: 27 June 2008, 15:40:37 »
Well if u like to make it more complex the frenzy can be expanded to nearby units or... if the more experienced unit flee also the others nearby flee
find new variables is not a problem...the problem is how to handle them :)
« Last Edit: 1 January 1970, 00:00:00 by Ayrin Greenflag »

Dasaki

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« Reply #11 on: 29 June 2008, 13:04:46 »
I like that.  and make the fleeing more randomized.  So when they start to flee they just go all over the place.  I think it's called routing?

Well not much can be done thru the XML stuff.  Most of it has to be done via C++ and the source engine that runs it.  Right now I'm just trying to figure out how to slow the rate of the AI's progression.  They are way too quick for newb players.  I can't seem to find anything from the XML scripts, you'd think that how they would have ran it.
« Last Edit: 1 January 1970, 00:00:00 by Dasaki »

Ayrin Greenflag

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flee
« Reply #12 on: 30 June 2008, 08:55:31 »
Well 1st of all the panic must have a limited time... u can't control panic from xml but u need to make a code...you can tie the code to a specific value ..it can be the experience of the unit or maybe a new parameter as the courage or the discipline...discipline can be used also for group tactics
example  faction elves has discipline 9 so they can use lot of tactics , instead orcs has a low discipline so they can use less tactics, but this can be unusefull tied also at panic coz orcs (more strong and stupid) will flee less times.
in each case the use of a parameter as experience or courage will be necessary for panic check
« Last Edit: 1 January 1970, 00:00:00 by Ayrin Greenflag »

Jamesgamer

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« Reply #13 on: 30 June 2008, 17:14:18 »
Where is the variable controlling resource harvesting speed? It seems like a 'CPU easy' would be a good addition to the game for beginners and testing (they would have x1/2 harvest speed compared to x1 and x3 of normal and ultra)
« Last Edit: 1 January 1970, 00:00:00 by Jamesgamer »