Latest Posts

Topic: News about AI

Tibor

Topic Opener
Joined: 2009-03-23, 22:24
Posts: 1377
Ranking
One Elder of Players
Location: Slovakia
Posted at: 2017-08-24, 20:42

GunChleoc wrote:

It needs an include: scripting/lua_table.h

Already included....

http://bazaar.launchpad.net/~widelands-dev/widelands/ai_production_hints/view/head:/src/ai/ai_hints.h#L29


Top Quote
GunChleoc
Avatar
Joined: 2013-10-07, 14:56
Posts: 3324
Ranking
One Elder of Players
Location: RenderedRect
Posted at: 2017-08-25, 08:02

Fixed. Replaced a . by ->, that's all it needed. Classic copy/paste error face-wink.png


Busy indexing nil values

Top Quote
Tibor

Topic Opener
Joined: 2009-03-23, 22:24
Posts: 1377
Ranking
One Elder of Players
Location: Slovakia
Posted at: 2017-08-25, 08:30

Thanks

Compiler usually suggest that perhpas "->" should be there, but obviously not this time...


Top Quote
GunChleoc
Avatar
Joined: 2013-10-07, 14:56
Posts: 3324
Ranking
One Elder of Players
Location: RenderedRect
Posted at: 2017-08-26, 07:37

That's because of the unique_ptr, which also allows operations with ., e.g. its get()and reset() functions.


Busy indexing nil values

Top Quote
teppo

Joined: 2012-01-30, 08:42
Posts: 423
Ranking
Tribe Member
Posted at: 2017-08-26, 11:55

I recently played "Anchor", a single player vs. AI map. The yellow player happened to be Empire. The map kind-of failed: The yellow was supposed to make my life difficult at the beginning, but it ended building the border full of single-soldier huts, and therefore was not able to attack when I was fragile.

In my mind, the AI empire used to mostly build the small two-soldier huts in the old days. From this point of view, the AI of BZR8433 performed worse than the latest release.


Top Quote
Nordfriese
Avatar
Joined: 2017-01-17, 17:07
Posts: 1949
OS: Debian Testing
Version: Latest master
Ranking
One Elder of Players
Location: 0x55555d3a34c0
Posted at: 2017-08-26, 13:17

This problem can be solved just by training. Empire AI is weak in early game because it prefers blockhouses to sentries, but in quick-fight empire-only training rounds I often see one or two AIs that preferably build sentries, and those are the ones that win and get selected.

The new trainingsite algorithm works great, barbarians have improved a lot, atlanteans are much stronger as well. No significant change for empire, which was already the best; the AI now trains its soldiers equally well with all three tribes.

A while ago I commented on the fact that barbarians like to enhance all metalworkshops and run out of tools. This changed significantly now: In the last training round, I selected an AI that was outstanding at training its soldiers (3 times faster than the other AIs) and had a good infrastructure, but it wasn´t a perfect choice: How many metalworkshops did the black player build? I counted 43…


Top Quote
WorldSavior
Avatar
Joined: 2016-10-15, 03:10
Posts: 2094
OS: Linux
Version: Recent tournament version
Ranking
One Elder of Players
Location: Germany
Posted at: 2017-08-26, 13:23

"Not a perfect choice" face-grin.png


Wanted to save the world, then I got widetracked

Top Quote
Tibor

Topic Opener
Joined: 2009-03-23, 22:24
Posts: 1377
Ranking
One Elder of Players
Location: Slovakia
Posted at: 2017-08-26, 18:29

teppo wrote:

I recently played "Anchor", a single player vs. AI map. The yellow player happened to be Empire. The map kind-of failed: The yellow was supposed to make my life difficult at the beginning, but it ended building the border full of single-soldier huts, and therefore was not able to attack when I was fragile.

In my mind, the AI empire used to mostly build the small two-soldier huts in the old days. From this point of view, the AI of BZR8433 performed worse than the latest release.

Results of Nordfriese's training has not been merged to trunk yet.


Top Quote
hessenfarmer
Avatar
Joined: 2014-12-11, 22:16
Posts: 2648
Ranking
One Elder of Players
Location: Bavaria
Posted at: 2017-08-27, 22:33

I just played my new scenario against the newest code changes (8434) and Nordfrieses latest Training values. That was quite a new experience on how to play widelands. Ai with babarians performed damn good as I have never seen the Ai performing. Will have to check whether the empire 03 scenario is still fair enough for the real player. I am really deeply impressed by your work Tibor. That will definitly bring Widelands to a new level. (including the risk of frustration perhaps). I would be glad to hear from king_of_nowhere if his challenge maps still will be winnable with new AI.


Top Quote
kaputtnik
Avatar
Joined: 2013-02-18, 19:48
Posts: 2439
OS: Archlinux
Version: current master
Ranking
One Elder of Players
Location: Germany
Posted at: 2017-08-28, 07:15

hessenfarmer wrote:

... (including the risk of frustration perhaps) ...

Don't know how the different ai-levels are implemented, but it should be considered to use a weaker ai as default face-smile.png


Fight simulator for Widelands:
https://wide-fighter.netlify.app/

Top Quote