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Posted: 26 Jul 2007, 08:46
by Rubenes
Thor wrote:It still has the same problem with the zip file, as AF described above. As for the ai itself, it is definitely a good start. It works the best of any ai I have seen so far in nota.
Thanks a lot!
Thor wrote:My biggest suggestion is to give much less importance to building nanotowers. As it is now, that is what it spends the vast majority of its resources on (they cost 1900 metal each). Really they're only worth getting at a strong chokepoint or on large maps, where the ability to build base defenses will make it worth it. It should be spending those resources on producing more units - it didn't have more than a handful at any one time in the game I played.
I'll look into this, I checked the solobuild box in the toolkit but it doesn't work for some reason. I can't make it build stuff on certain strategic locations, however, the AI decides this.
Thor wrote: also, I don't know if you have any control over this, but while it is very good at expanding quickly, it wasn't using the units it had to protect its builders, leaving them vulnerable to any early attacks. Also, it never really tried to attack my expansions, but just sent everything straight to my main base. Another thing, it built around 5 or 6 lvl 1 kbot labs, and one aircraft plant, but never any vehicles. Really you usually want at least some of all 3 branches, so it would be preferable if it built a vehicle plant instead of a 2nd kbot lab. One last thing, is that when leveling up, it seemed to bypass the regular lvl 2 constructors (where you have to choose a branch) and went straight for the advanced one, which is much more expensive.
I'll make it build a vehicle lab then instead of the 2nd kbot lab if you like. Letting it make the most expensive level 2 constructor is mainly a design issue. It can't decide on itself which one it should choose.
Thor wrote: It shows a lot of promise though, keep it up!
Thanks again, I'll make a new version now with what you suggested.
Here it is:
http://spring.unknown-files.net/file/32 ... NTAI_V0.3/

Posted: 26 Jul 2007, 11:09
by AF
Actually you can fiddle it to try to control when it builds which branch using the emin and emax values. But as people in other threads have pointed out, if you misuse these values you can introduce deadlocks where the AI is too rich to build lvl 1 and not rich enough to build lvl 2.

Solo build is not perfect either. NTai will attempt to work towards just building one at a time but its not a 100% guarantee. However when solobuild is on, the AI is more likely to build them only one at a time.

Otherwise keep up the good work ^_^

Posted: 26 Jul 2007, 17:06
by Rubenes
AF wrote:Actually you can fiddle it to try to control when it builds which branch using the emin and emax values. But as people in other threads have pointed out, if you misuse these values you can introduce deadlocks where the AI is too rich to build lvl 1 and not rich enough to build lvl 2.

Solo build is not perfect either. NTai will attempt to work towards just building one at a time but its not a 100% guarantee. However when solobuild is on, the AI is more likely to build them only one at a time.

Otherwise keep up the good work ^_^
Minimum and maximum energy won't be of any use at all, because the AI needs to know what kind of map it is playing on to choose what kind of branch it needs. Hilly map? Go kbot. Flat map? Go vehicle. Very hard to traverse map? Go air. Many chokepoints? Go defence. That is why I chose this method.

Good to know that NTai will only try to not build multiple nanotowers at once. I thought that I did something wrong.

Thanks for all your help and feedback. I'll try to control it's nanotower spree with the antistall algorithm.

Posted: 27 Jul 2007, 06:01
by gamer17
First I want to say that I think you are doing a good job

I put 4 of the AI in a match, but all they did was play sim city
Unless am doing something wrong, they don't attack they just mass units in one place

I hope you can get them working better

Posted: 27 Jul 2007, 22:05
by Rubenes
gamer17 wrote:First I want to say that I think you are doing a good job

I put 4 of the AI in a match, but all they did was play sim city
Unless am doing something wrong, they don't attack they just mass units in one place

I hope you can get them working better
For some reason they won't attack each other. Maybe you should try playing against an AI to see if they only attack human players. AF will be changing the attack algorithm in next versions.

Posted: 27 Jul 2007, 22:08
by AF
really?

I wasnt aware there was a problem, mainly as I've ran Ivory Kings config which doesnt build much when played as Core(incomplete arm only config).

Posted: 27 Jul 2007, 22:34
by Rubenes
AF wrote:really?

I wasnt aware there was a problem, mainly as I've ran Ivory Kings config which doesnt build much when played as Core(incomplete arm only config).
Attacks are very rare, and only late in the game. Defending it's stuff doesn't happen. Try my config out, you'll see it rarely, if ever, uses it's units. It seems to depend on the map and number of players too.

Posted: 08 Aug 2007, 14:18
by DJ
I've not seen this problem, one of the first thing my config tries to do is build a few units and send them to attack early on, it continues to attack fine for me after that. Are you still having this problem?

Posted: 08 Aug 2007, 23:16
by smartie
I had the same problem too. The ai builds a bunch of guys, but they just stand outside of the lab and don't ever attack.

Image

Posted: 09 Aug 2007, 10:48
by DJ
did you definitely set them as attackers in the toolkit? Also have you turned automatic unit selection (auto detect attackers) off? I'll have a look at this tonight if I can.

Posted: 09 Aug 2007, 11:19
by 1v0ry_k1ng
DO NOT use auto detect attackers, it fails. manually check all your attackers in the toolkit using the mass tick tool.