[DEV] BetaAI | TOTAL REDO ?

Improvements and ideas

Discussion about the game and its default mods.
BenjaminLSR
Posts: 43
Joined: Sun May 22, 2011 3:26 pm

Post by BenjaminLSR »

NEW*
@cusaro : Enjoy ?

What's next:
  • If AI refineries all get destroyed and AI can't afford a new one, then it will start selling buildings.
  • When AI captures a building, it will sell it immediatly.
  • AI to use superpowers.
  • AI to ask team for help and/or send gold convoy to ally.
  • AI to use correctly transport (copter first).
Attachments
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Generalcamo
Posts: 50
Joined: Sun Sep 26, 2010 12:06 am

Post by Generalcamo »

Interesting. I can't wait to see what you do with Tiberian Dawn and Dune2k.

BenjaminLSR
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Joined: Sun May 22, 2011 3:26 pm

Post by BenjaminLSR »

Generalcamo wrote: Interesting. I can't wait to see what you do with Tiberian Dawn and Dune2k.
Sorry dude, I'll only work on red alert. But I'll share my code with all of you, feel free to ask someone to use it for Dune / Tiberian Dawn.

Generalcamo
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Joined: Sun Sep 26, 2010 12:06 am

Post by Generalcamo »

Honestly, Tiberian Dawn and Dune 2000 are both simpler then Red Alert. Tiberian Dawn, the AI doesn't need ships (but they do need to avoid Tiberium with Infantry). In Dune 2000, You don't need Air or Navy. So as long as the source is released, then the Smart AI could be brought to all the games.

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zypres1
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Joined: Mon Oct 24, 2011 8:22 pm

Post by zypres1 »

Screenshot 3 wtf? shooting on players building?

BenjaminLSR
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Joined: Sun May 22, 2011 3:26 pm

Post by BenjaminLSR »

zypres1 wrote: Screenshot 3 wtf? shooting on players building?
AI against AI. I was spectator.

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riderr3
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Location: Camo pillbox
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Post by riderr3 »

Valkirie wrote: NEW*
  • When AI captures a building, it will sell it immediatly.
Really? I thought this is not original Red Alert AI behavior.

Anyway, this is great AI improvement, thanks :D

BenjaminLSR
Posts: 43
Joined: Sun May 22, 2011 3:26 pm

Post by BenjaminLSR »

WHAT'S NEW:

-- OK: Only move to near crate.
-- OK: Only build ships if enemies own shipyards.
-- OK: If no more refinery, high priority, if not enough gold, sells building.
-- OK: If no more factory, high priority, if not enough gold, sells building.
-- OK: Once a building gets captured, sell it.
-- TEST PENDING: Better copter handling (Transport/ReturnToBase).
-- TEST PENDING: Build defenses in direction of enemies.

cusaro
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Joined: Thu Aug 30, 2012 6:23 am

Post by cusaro »

Great. Thank you so much. Can't wait for the release :).

BenjaminLSR
Posts: 43
Joined: Sun May 22, 2011 3:26 pm

Post by BenjaminLSR »

Before:

Code: Select all

-- TEST PENDING: Build defenses in direction of enemies. 
After:

Code: Select all

-- OK: Build defenses in direction of enemies. 
Attachments
Capture.PNG
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Capture3.PNG
Capture3.PNG (488.73 KiB) Viewed 11619 times
Capture2.PNG
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Matt
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Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Post by Matt »

Impressive, this is now superior to the Red Alert AI.

There is also a known issue that the AI does not care about the percentage in the UnitsToBuild list namely that it will build an army of medics for example.

BenjaminLSR
Posts: 43
Joined: Sun May 22, 2011 3:26 pm

Post by BenjaminLSR »

Cmd. Matt wrote: Impressive, this is now superior to the Red Alert AI.

There is also a known issue that the AI does not care about the percentage in the UnitsToBuild list namely that it will build an army of medics for example.
I'll take a look. I still have couple of issues with transport/attack copters.
I'm almost sure I found the reason yesterday. Something around ReturnToBase.

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zypres1
Posts: 276
Joined: Mon Oct 24, 2011 8:22 pm

coding

Post by zypres1 »

Hi.

I am interested in how you work. How do you debug, how much code have you written, how is the code for AI, what is the hardest, and how can others help you ?(not me, sorry).
How well is the code documented? Is there any real time api/controlling options for AI?
Should we have this?

Any thoughts on cooping with AI, will that improve much? will they send "help messages", do any chatting, or can you make them attack one place?
Will this improve coop game play against AI the same way, "your freedom" made that fun?
Will it reduce the "lag/peek" before they attack?

Do you have any ideas on how the players should be able to control the AI on their team? How do they work together?
Should we have flare as "attack here" markers on the map?
Will they support you on team games?

Any thoughts on different personalities for different AI's? Like one is attacking, one is building defense for you teams? We now have different personalities for them kinda, but that is mostly producing lists and numbers of units in wave before attacking.
Is it possible to make more options for other devs to create their own bot's with simpler language like yaml? Should we plan to do it?

Will this fix the clogging of harvesters? When are they happy with the amounts of harvesters? How important is ore for AI when the ore field is close to enemy?

And what changes you have made will have the greatest impact on game play?

Thank you for fixing this, eagerly waiting to play it when you feel you are done...

BenjaminLSR
Posts: 43
Joined: Sun May 22, 2011 3:26 pm

Post by BenjaminLSR »

Hello Zypres1,

* I'm debuging AI making skirmish game, AI against AI. First release was often crashing during first minutes, then 15 minutes until I found and fix all crash.

* I wrote like 400 lines of code. But it's still a little bit dirty. And I need to find a way to make it looks cleaner so people can edit it.

* The hardest thing will probably be transport ships and/or superpowers.

* I already started working on AI to use chat and taunt players. I should be able to make it use the chat during teamplay and maybe parse chat commands and react to it. Yet I have no idea if this will be possible, if yes, don't know when. [Read your post] ... Flare is a fucking idea ! Using flare I should be able to make AI move to it. [Will look at this].

* Making AI watch team members and move to them shouldn't be a problem.

* Yet I haven't looked into harvester's behaviors.

* Concerning overall lags I don't know if threading AI could fix this issue. To be tested...

Last improvement:
* AI is now watching for troops on battlefield and devide them in two groups (Heavy, Light) and will produce units according to this information.
* Defenses are made in front of enemies to avoid early rushes.
* I realy like the way AI use spies, this is just perfect.

I think you could help me making a great TODO list with realistic and chronological improvements. That would need close cooperation between you and I, involving lots of beta test.

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zypres1
Posts: 276
Joined: Mon Oct 24, 2011 8:22 pm

Canadian post...

Post by zypres1 »

Valkirie wrote: Hello Zypres1,
I think you could help me making a great TODO list with realistic and chronological improvements. That would need close cooperation between you and I, involving lots of beta test.
Hi,
I am sorry to say I am not the best person to help you with this.
But if you come up with example on what you want, and what chronological improvements are, I hope someone else can do this job.

Since I cannot compile, I, and other users can help you with suggestions if you want that. Like the one where AI picks up crate and do not deploy MCV, and using flare to get AI there.

But still, many ppl read the forums, so come with questions, and we are also a lot of ppl on irc at all time... just shout out there if you want anything..



Suggestions I can think of now:
  • one button from teammate to get AI to launch attack?
  • change "stance" on the bot: aggressive, passive, etc.
  • I need cash call from AI, can only be used if you really need it..
  • "cancel attack/pull back" if others do the same
  • tries to crush enemies with tanks / and harvesters if thats the only thing left
  • if AI have harvesters and no Ore refs, dumps on friendlies..
  • "communicates" with other AI's, building defense when friendlies are attacked..
  • explore for players with always one unit untill 70% explored
  • debug code for spectators, more info etc.
  • infomation for friendlies what they are building
  • Ai to spread units around the map in groups
  • not sure about mines
  • AI to wall superpowers
  • Ai to use super cool formations, line, gladiator shield, arties behind, medics behind, from different sides
  • bot competition: make so students can use time to play with their bot and we will host competitions
  • AI vs AI battles, with specs and information more than debug
  • rage revenge, personal, aka vengesim (perfect dark)
  • and some of the others: http://perfectdark.retropixel.net/pd/co ... ulants.php like KazeSim, PreySim, coward, judge, turtle
  • move mcv forward, low priority, or just help the one player that deploys in front
  • help VIP player
  • kamikaze planes
  • is "ok" with losing non important buildings
  • Helps trucks when attacked, or pull them back
  • not sure about basewalk
  • use dogs when attacked with only rocket soldiers
More tips here: http://www.sleipnirstuff.com/forum/view ... 83&t=15916

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