Topic: Improving the AI
hessenfarmer |
Posted at: 2020-04-24, 18:43
I never assumed that. However to keep the 4 eye principle I'd need your review when finished. And I am glad for the assistance you already offered me on so much occasions. Top Quote |
JanO |
Posted at: 2020-04-24, 19:40
Is this a good opportunity to brainstorm a bit together, how such evaluations might give meaningful results? Top Quote |
hessenfarmer |
Posted at: 2020-04-24, 22:51
I don't understand what you mean however I am curious to your explanation. Top Quote |
hessenfarmer |
Posted at: 2020-04-24, 23:26
ok found it basic evade an basic defense were not subtracted fromm 100 for normalization. Top Quote |
blind3rdeye |
Posted at: 2020-04-25, 02:22
That's good news about identifying a By the way, I just started a game with an AI ally, and I notice that they tried to build a training camp and a battle arena at the same time; but they don't yet have a gold supply. So both buildings have been sitting close to completion for a long time, keeping two builders tied up, spending a lot of resources; and not getting the benefit of either building. (If they'd just picked one of those, they'd be able to finish it and use it; but trying to build both at once really stuffed things up.) Maybe that kind of resource management issue is an edge case that not worth worrying about; but I'm thinking maybe the AI could consider whether or not they have a source for a required resource before deciding to spend more than they have. (ie. they don't have a gold source, so they shouldn't try to build something that uses more gold that they already have!) - ... Or perhaps such checks already exist, and this is just a cause of starting the second building before the gold had been allocated to the first building. Top Quote |
JanO |
Posted at: 2020-04-25, 08:40
I mean, do you plan to code new algorithms that decide if and where AI attacks? Then we should maybe collect some points what AI could evaluate for this decision. Examples:
Edited: 2020-04-25, 08:40
Top Quote |
hessenfarmer |
Posted at: 2020-04-25, 11:54
Ok understood. Answer is: Please keep in mind this needs to work acceptable in every situation and can't be tailored to any specific situation. Top Quote |
JanO |
Posted at: 2020-04-25, 13:14
Yes, you are right. When you implement the %min_health, I suggest to make (at least) two thresholds. One (upper) for new attacks, one lower for hunting down wounded soldiers. The number of attackers should be dependent on the modus of the attack (as I mentioned) and on the number (and strength?) of expected defenders. Top Quote |
teppo |
Posted at: 2020-04-25, 14:28
Having an AI that plays well in all circumstances is difficult. AI that can handle one map is a lot easier. Therefore, would it be a good idea, if it was possible to include AI DNA into a map. If it was possible to run the training loop by itself then training such DNA for selected maps would be within reach. Top Quote |
Tibor |
Posted at: 2020-04-25, 15:52
The problem here can be that interpretation of wai files by C++ can change (also in this branch) so after long time you could have very differing C++ and wai files
Do you mean like let your computer to train for 24 hours or so? The process of handling the wai files is still too fragile for this. Top Quote |