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Topic: AI-Training

WorldSavior
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Joined: 2016-10-15, 04:10
Posts: 1317
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One Elder of Players
Location: GER
Posted at: 2019-05-02, 13:31

hessenfarmer wrote:

WorldSavior wrote:

hessenfarmer wrote:

  • AI does not expand into enemy owned but unguarded territory (fix already figured out see bug report on Launchpad)

I tested that with rc20. Just dismantled the castle of a castle-village, but the AI expanded into that territory.

Were there any other military buildings in that vicinity?

Of course not

Which map?

Barren Island

could you provide me a replay / savegame?

I don't have your mail adress. The replay would be easy to reproduce, crater map would also be good for testing.


“It's a threat to our planet to believe that someone else will save it.” - Robert Swan

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hessenfarmer
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Joined: 2014-12-11, 23:16
Posts: 851
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One Elder of Players
Location: Bavaria
Posted at: 2019-05-05, 01:30

Hi everybody,

have uploaded a branch which in my opinion makes AI better by fixing some issues. Mainly it builds now much more Productionsites. This needs some AI-training though.
If you want to try it out
https://code.launchpad.net/~widelands-dev/widelands/AI-fixes

regards hessenfarmer

Edited: 2019-05-05, 01:31

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hessenfarmer
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Joined: 2014-12-11, 23:16
Posts: 851
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One Elder of Players
Location: Bavaria
Posted at: 2019-05-15, 10:03

hessenfarmer wrote:

Hi everybody,

have uploaded a branch which in my opinion makes AI better by fixing some issues. Mainly it builds now much more Productionsites. This needs some AI-training though.
If you want to try it out
https://code.launchpad.net/~widelands-dev/widelands/AI-fixes

regards hessenfarmer

Short update on this AI now builds second carrier recruiters properly


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