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ResignAI

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After having watched some battles in the COOP room, I noticed that there are often more than 5 CAI's playing in the same allyteam. And as most AI's, including CAI as far as it seems to me, have never heard about teamplay, it'd be probably much better to fight just against one AI instead of an uncoordinated stack of AI's.

Because I didn't find any way of giving an AI a starting advantage(multiple coms and more starting resources) or at least a fair chance against multiple human players, I present to you the one and only exclusive resign-AI.

Disclaimer: It doesn't actually resign, it just gives all its stuff to some non-resign-AI. No guarantee for it to work WILL NOT WORK with Spring 91, tested on Spring 97.0.1-195-g0a48491. Supports Spring 97.0.1-138+.

http://www.file-upload.net/download-9330510/resignAI.zip.html

For the people that don't trust me, here's source: https://gist.github.com/DeinFreund/5596a18cd4ceea5763eb

Feedback is appreciated, in case this is of interest for anyone.
+5 / -0

10 years ago
sfireai
+5 / -0

10 years ago
Interesting idea! :D
+1 / -0

10 years ago
thanks
+0 / -0
10 years ago
How do i install this AI?
+0 / -0
Did u read the readme?

Btw: ill post an updated version soon that should work better with zkmbai.
+0 / -0
10 years ago
+0 / -1
10 years ago
ask sfireman,he is the resign master
+1 / -0
10 years ago
I have tested the Resign AI.
It works perfectly fine on the current version of Zero-K.
Example battle: 1 Cai+2 ResignAI VS. 3 CAI
http://zero-k.info/Battles/Detail/288637


GBrankAdminDeinFreund I have a criticism to make:
The CAI, assisted with Resign AI, cannot gain map control equivalent to it's magically higher levels of income, and this appears to make it overproduce constructors even when under attack.

Suggestion: Make the Resign AI operate as a normal CAI, but wait until the 1:00 minute in-game time mark before activating the Resign AI code.
This will allow the conglomerate CAI to have all the free factories plopped and the mexes claimed before the ResignAI code kicks in and conglomerates the CAI.
+0 / -0


10 years ago
quote:
Suggestion: Make the Resign AI operate as a normal CAI, but wait until the 1:00 minute in-game time mark before activating the Resign AI code.
This will allow the conglomerate CAI to have all the free factories plopped and the mexes claimed before the ResignAI code kicks in and conglomerates the CAI.

I think DF's real AI (ZKMBAI) would fare better with a CAI ally than being given two resource shares. This is because it would have no issues consuming all of CAI's excess, while maintaining decent ground control and giving CAI enough lease to tech up and use things that zkmbai can't use atm.
+0 / -0
USrankAutoWar
Thanks for testing.
CAI does not support multiple coms well (it is generally unable to cope with high metal income)
I'm looking forward to other AIs supporting resignAI/multiple coms, but for now I recommend using resignAI only with zkmbai(feel free to use it with other AIs for testing purposes though).
This is 1 zkmbai + 2 resignAI vs 3 CAI: Bots B288701 0 on BananaValley

Your proposal of adding "intelligence" to resignAI is not what it was made for, it's supposed to be nothing more than a dirty fix to AIs not getting balanced amounts of coms like human players do in team games.
The feature could be added, but I don't see any use in it for CAI, as cai doesn't seem to coordinate its own units anyway. CAI devs (GF?) feel free to correct me*.

EErankAdminAnarchid
I can't provide a replay yet because zkmbai is too poorly programmed to run twice.
But my objective is to make zkmbai with 2 coms better than zkmbai + cai.
Additionally, if games get bigger, adding more CAIs reduces zkmbai's income into imperceptibleness.
I'll update this as soon as I've done some tests.
After some tests with 2CAI + zkgbai vs zkmbai, even though the battles tend to go for some time, cai + zkgbai is superior, so Anarchid is most likely right with his assumption(for small amounts of CAI).
Besides that, CAI's wide range of units can help resolve some otherwise never ending battles.

* Any CAI dev replying on this thread is encouraged to fix the metal excess .
+0 / -0


10 years ago
Yes, i'm talking only current state, where CAI does more tech...
... eventually.
+0 / -0
10 years ago
GBrankAdminDeinFreund would you please provide a download link for zkmbai and zkgbai?
+0 / -0
Have a look at this post.
"DeinFreund's zkai" is now called zkmbai.
+0 / -0

10 years ago
Why do I read it as "ZK Imba AI" every time?
+0 / -0

10 years ago
Maybe that's the name it will get in the near future after it starts roflpwning everything? It gets 2 additional letters added to its name per generation, so it's not unconceivable it would evolve zkai -> zkMBai -> zkImbAai
+0 / -0
PLrankAdminSprung
This is the third rewrite already. (and since it I haven't added much :| )

But I'm sure me and Anarchid will get coding again when CAI gets improved or competition arises otherwise.

If anyone needs help during development, there's #ai and the ai section of the spring forum.

If you want to discuss more about zk[gm]bai, I'd prefer it if you'd open a dedicated thread instead of getting offtopic in multiple threads.(Which also makes it harder for people like USrankAutoWar to find information/builds)
+0 / -0


10 years ago
IIRC xponen hacked native AI support for ZKL, so the only remaining issue is finding/enabling it (it's supposed to be hidden/disabled) and using latest engine.
+0 / -0
Firepluk
10 years ago
Don't try to reinvent sfireman :P
+1 / -0

10 years ago
Imitation is the sincerest form of flattery
+1 / -0
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