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WarLight AI: 2/26/2016 16:59:50

talia_fr0st
Level 59
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Fleece, can you un-blacklist me please!

If I were to make a bot for Strat ME 0% SR:

Picks:
1. Is it possible to take the bonus in one round by picking here?
Yes - pick it.
No - continue.
2. Is it possible to take the bonus in two...?
Yes - pick it.
No - continue.
3. Which picks have the lowest territories:bonus value?
Fill remaining picks based on ratio.

Play:
1. Is there a player in an adjacent territory?
Yes - How many armies are there in the adjacent territory?
Deploy until armies in adjacent territory = half * armies in own territory
Attack enemy.
No - Continue
2. Can I finish a bonus?
Deploy enough armies to finish the bonus.
Attack neutrals.
3. Is my opponent likely to be in bonus (x)?
Deploy enough armies to take next territory on route + 2.
Attack neutral.
4. Choose random adjacent neutral, deploy enough armies to take the territory, attack the territory.
WarLight AI: 2/26/2016 18:17:01


Epicular
Level 46
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When I run Warlight.ai.exe the console appears for a brief moment then closes again.

Can anybody tell me what the hell?
WarLight AI: 2/26/2016 18:51:12

lxkfjhls
Level 57
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When I run Warlight.ai.exe the console appears for a brief moment then closes again.

Run it by typing a command in the console, not by clicking on a file in a folder.

Edited 2/26/2016 18:51:26
WarLight AI: 2/26/2016 19:08:28


Norman 
Level 58
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I was wondering why nobody asked why the console immediately closes.

The fastest way to run stuff:
- Open the windows console
- Pull the WarLight.AI.exe into the console (or type the path manually)

The commands are then explained and you can also use Fizzer's blog / video.

However I don't believe that the bugfixes are part of the release exe, so your bot might crash during a game.

Edited 2/26/2016 19:10:28
WarLight AI: 2/26/2016 20:12:49


Fleecemaster 
Level 59
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Latnox - That's pretty much what I'm thinking :)

tomjh - I blacklisted you because you booted a player without asking in a practise game whilst the player in question was in hopspital. That's a pretty dickish thing to do, you should always at least ask in chat before booting a player. I always blacklist tactical booters, because a lot of my friends are in my games, and they aren't always able to take turns because of IRL problems, but we play under the understanding that we will just wait for them. If you boot my friends out of these games you're no longer welcome to them. Also I'm on the Corp Blacklist, so you should have me blasklisted anyway.

Sorry for being off track there guys, just wanted to respond (even though this has already been said many times already)
WarLight AI: 2/26/2016 20:13:30


Norman 
Level 58
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Guys, if you really want to give Wunderwaffe a chance then please play it on the clan league turkey template (not with local deployment). I put quite some thoughts into this bot for it to excell on open "fighting maps". I just have to find out about the fastest way to add open seats against the bot. Time for some people to get a nasty surprise...

Edit: So, how do I set up a 1v1 game "Wunderwaffe vs Open Seat"? I tried to create a game manually with 2 open seats and let Wunderwaffe join with "Play Wunderwaffe <GameID>" however I got the response "Not AIServer game".

Edited 2/26/2016 20:34:40
WarLight AI: 2/26/2016 20:31:55

Fizzer 
Level 64

Warzone Creator
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We're really going to limit it all to just one version of the AI? Because I thought it would be much better if we made several versions of default A.I. and then categorize them by difficulty.

Different difficulty levels would be handled by passing a flag to an AI telling it what difficulty to play as. In that sense, there's only one AI, it just alters its behavior by the flag that's passed in.

The primary goal is making an AI that's semi-competent and meets the goals I listed on the blog. Adding difficulty levels should be considered a secondary objective. I suggest working on the "hard" difficulty first, and adding reduced difficulty options at the end of we still have time. We don't want to get too far ahead of ourselves.

technically speaking you could write wrappers for other languages, but the example is aimed at c# development.

The framework just communicates to the server with json, so any language could work. However, the final bot that gets imported back to WarLight has to be in C#. Since it has to run in Flash, iOS, Android, the JVM, and Javascript, and most languages don't support this kind of portability. We have systems set up for C# to run in all these places.

Actually, I think it's impossible to crate AI strong enough to be really challenging even for a beginner.

I think if you watched some beginners play, you'd re-consider that statement. Think about someone who struggles to understand the concept of bonuses.

I just have to find out about the fastest way to add open seats against the bot.

Please don't do this. People that go to the Multi-Player tab to play a game expect to be playing against a human player. If they wanted to play against a robot they'd go to Single Player. It's fine for experienced people who know about this AI project, but for the masses I'd prefer that Open Games stay as multi-player games only.
WarLight AI: 2/26/2016 22:14:46


Epicular
Level 46
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An hour later, the Wunderwaffe bot still hasn't made their first move...
WarLight AI: 2/26/2016 22:28:00

Алексей
Level 62
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how do I set up a 1v1 game "Wunderwaffe vs Open Seat"

The Fizzer's video https://www.warlight.net/blog/index.php/2016/02/the-warlight-ai-goes-open-source/ features this. You invite the bot from the list of your friends, not put an open seat.
I'd prefer that Open Games stay as multi-player games only.

Put a lot of "AI" and "Bot" in the game title if you really need an open seat. It is better to invite the test player directly though.
WarLight AI: 2/26/2016 22:28:23


Norman 
Level 58
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There were some bugs which Fizzer fixed already. I guess you should run from the source code and not from the release exe file.

https://www.warlight.net/MultiPlayer?GameID=10618968
WarLight AI: 2/26/2016 22:28:49

Алексей
Level 62
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An hour later, the Wunderwaffe bot still hasn't made their first move...

Game ID?
WarLight AI: 2/26/2016 22:37:37


Epicular
Level 46
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WarLight AI: 2/26/2016 23:52:34


Timinator • apex 
Level 67
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https://www.warlight.net/MultiPlayer?GameID=10618968

Perfect example why something like bonus:neutrals needs to be added
WarLight AI: 2/26/2016 23:56:00

Help
Level 58
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Adana (South most pick) should have been 6th. :/


You usually pick your best bonuses as 1st.
WarLight AI: 2/26/2016 23:58:37


Fleecemaster 
Level 59
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Different difficulty levels would be handled by passing a flag to an AI telling it what difficulty to play as. In that sense, there's only one AI, it just alters its behavior by the flag that's passed in.


Could you tell us more about flags?

The might be helpful for things like Diplomacies, where idealy you just want an AI to defend it's own territory and not attack out. Can anything be passed to the AI through flags?

If it's been said somewhere else then I missed it, sorry!
WarLight AI: 2/27/2016 00:00:01


Norman 
Level 58
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Problem with the WarLight AI challenge 2 was that the picking system differed from WarLight. The player there picked alternating pick after pick. Although I always had some problems with a good bonus evaluation Wunderwaffe should be quite aware of income / neutrals ratio however it's Fizzer's replacement code currently which is doing the picks.

Edited 2/27/2016 00:01:57
WarLight AI: 2/27/2016 00:06:04


Fleecemaster 
Level 59
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Don't worry Norman, I think they are only being overly critical because they think they are helping...

Once people start working on new bots they will move on to critisising them instead :P
WarLight AI: 2/27/2016 00:12:17


Norman 
Level 58
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I'm not complaining about criticism but just explained that some easy to fix stuff doesn't originate from my initial AI.
WarLight AI: 2/27/2016 17:50:40


BiffSpiker
Level 44
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It would be nice if the AIs figured out their orders during the time that the human players are entering their orders. In other words, the AI should work in the background all the time instead of waiting for the humans to finish and hit commit. Especially for single-player games with lots of AI players, it can take a long time after you hit commit before the turn advances, even on a good desktop computer.

I also noticed that the AI is fairly resource greedy - everything else running on my computer grinds to a halt while the AI is thinking.

If you are planning on new single-players levels on big maps with lots of AI players, low-priority background computations would be nice.
WarLight AI: 2/27/2016 18:40:24

Fizzer 
Level 64

Warzone Creator
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It would be nice if the AIs figured out their orders during the time that the human players are entering their orders.

The problem is that Flash does not support threading. All Flash code runs on the UI thread. It's still theoretically possible to do this by offloading to javascript worker threads, or by breaking the AI work into small chunks that won't interrupt the UI thread for long, but these are all very technically challenging and way out of scope for this project.
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