Topic: News about AI
toptopple |
Posted at: 2016-12-21, 17:19
I don't quite understand. In what relation is the current state with your experiments with the genetic algorithm?
Edited: 2016-12-21, 17:22
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Tibor Topic Opener |
Posted at: 2016-12-21, 20:31
The branch ai-post-b19-2 contains partialy redesigned AI that uses (partially) parameters generated by genetic algorithm. It contains DNAs of 4 "personalities" and when AI is initialized it picks one of them, mutate it a bit and crossbread with another AI a bit. The picture showed that in the time of its generation, 3 AIs were close relatives and one a bit distant - not mutch. So every AI is now slightly different -though it might be not mutch recognizable. But to your points:
So thank you for your feedback I will investigate mentioned problems (because I of course agree with you)... Top Quote |
GunChleoc |
Posted at: 2016-12-22, 13:57
Is there a way I can help with training when I'm back home? I could let my Linux machine run overnight and e-mail the results to you or something. Busy indexing nil values Top Quote |
Tibor Topic Opener |
Posted at: 2016-12-22, 21:28
Gun, thanks for offer, I am running the training games quite a lot of hours on my PC - daily, my PC would be mostly up anyway. Usually it is about 6 hours daily. What would be nice is to have a PC running around the clock for week or more weeks. So no, I will not bother you, it is not worth the effort... Part of "problem" is that I do changes to code quite frequently and that implies further training, I already did some changes based on toptopple comments and consequently "performance" of AI dropped and additional training was needed. AI's performance is back now - roughly, as it is impossible to run two distinct AIs and let them fight together I cannot easily compare if it is now better then few days ago... I am going to push retrained AI to launchpad soon... Top Quote |
Tibor Topic Opener |
Posted at: 2017-03-02, 22:18
OK, after so much struggle I have the AI again in a shape you can compile and try.
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WorldSavior |
Posted at: 2017-03-02, 22:40
Last time when I installed a development version I suddenly could not go back to build19 and this got me into trouble, so I'm not sure if I should try it now again. But maybe I can make some comments nevertheless...
That might be very good
That might be great! I've seen that the build19-AI builds not enough militarysites, especially at the border, especially towers. The build18-agressive-AI was better there (even though that one build to much buildings at the borders :-P)
That might also be good. The build19-AI does some funny mistakes concerning those buildings. And in general: I don't know if that is still up-to-date, but the build19-AI builds never horse/ox/donkey farms. And it builds rather a second Arena than a second trainingscamp which is rather weakening it than improving. (Atlanteans seem to be more or less okay. They often build 2 labyrinths and one dungeon (or the other way around? don't know), but I've already seen one who build 2 of each ) Edited: 2017-03-02, 22:41
Wanted to save the world, then I got widetracked Top Quote |
Tibor Topic Opener |
Posted at: 2017-03-02, 22:56
If you compile yourself on linux, the entire stuff should not get out of the directory where you compile, so there should be no issues, but let other say their experiences..... When talking about improvement I meant in comparison to previous state of this branch. The change here is so deep that some aspects were done from scratch. But mainly productionsites and militarysites. Trainings sites were not touched much. So I dont dare to claim it works better than build 19 or current trunk (but both have basically the same AI). In fact I have not done 1:1 comparison, but this should have different "characteristics" for sure. It is up to others to say how it compares. EDIT: I dont claim it is production-ready, but it works just good enough for looking at. Edited: 2017-03-02, 22:58
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WorldSavior |
Posted at: 2017-03-07, 23:51
I didn't say that others shouldn't say anything
So my feedback about the second arenas/colosseums might be very helpful. Especially a second colosseum is a big mistake Wanted to save the world, then I got widetracked Top Quote |
Tibor Topic Opener |
Posted at: 2017-03-08, 10:46
So what should be limits for trainingsites? Max one of each type? Or max 3 trainingsites per player? Top Quote |
king_of_nowhere |
Posted at: 2017-03-08, 20:02
You have to differentiate here. colosseum only gives 2 promotions to a soldier, while training camp gives 8. so you could have 4 training camps and 1 colosseum and they would all work fine. So if we were to code for hard limits, i would suggest 1 colosseum 4 training camps for empire, 1 arena 3 training camps for barbarians, and 2 labyrinths plus 2 dungeons for atlanteans. still, considering that ai tends to lose terrain against humans, building some redundancy could be good. it would be good, if it wouldn't affect the efficiency of everything else. maybe consider coding the ai so that it can make buildings above the hard limit, but it will keep them stopped and with no resources inside. Top Quote |