Home » Stars! 2.6/7 » The Academy » Player assistant "AI"
Re: BattleSim with arbitrary tech |
Mon, 06 March 2006 06:22 ![Go to previous message Go to previous message](theme/Stars/images/up.png) ![Go to next message Go to previous message](theme/Stars/images/down.png) |
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m.a@stars | ![](images/commander.gif) | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
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Kotk wrote on Mon, 06 March 2006 10:43 |
Quote: | How does the proposed AI recognise an "old" design that you don't want anymore? How do you prevent it from removing intentionally "old tech" ships you're building?
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AI needs not evaluate designs and consider their goodness instead it does MM.
I imagine a "design management wizard" where there are 16 designs as list. Each has orders on side.
Scenario "scrap":
1) user selects a design, choose "scrap" from listbox and presses "manage".
2) AI splits ships out from fleets, renames all these split fleets "AI Scraps it #x", tries to get them to closest orbital, if there are multiple chooses one with least minerals and sets WP order to scrap.
3) Player gets "Done!" messagebox and list of warnings if some such ships have cargo or have more than 2-3 years travel to closest orbitals.
Scenario "stop building":
1) user selects a design, choose "stop building" from listbox and presses "manage".
2) AI removes all such ships from queues only partially built ones are left.
3) User gets "Done!" messagebox and list of warnings where some such ships are partially built.
And so on?
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I wouldn't have expressed the concept better myself. ![Very Happy](images/smiley_icons/icon_biggrin.gif)
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Quote: | - Mineral/pop balancing.
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Yes its good task for AI. I have observed that complete lack of pop or mineral management loses game but perfect does not give so major edge.
1) User marks "breeders" from planet list,
2) User Choose "breeder cap" (25%,33%,50%... something else),
3) User Choose algorithm how to decide where to carry pop like (best_germ_first, least_resource_first, worst_hab_first).
4) User marks "AI pop management" fleets from fleet list
5) done.
AI does what it does ... it is always better than nothing. Once AI result is not lot worse than manual management then big part of MM is gone from game.
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Actually, my current scripts do find the "breeders" by themselves, based on pop growth. They also allow for a "shared" definition of said "breeder cap", i.e: the script suggests and the player vetoes (or not). ![Very Happy](images/smiley_icons/icon_biggrin.gif)
Indeed, having the player set up a list of "breeders" and a list of "needers" would make things simpler for the AI. ![Wink](images/smiley_icons/icon_wink.gif)
My algorithm for pop balancing doesn't yet include potential minerals, just expected pop growth. Should be possible to enhance it, of course. ![Smile](images/smiley_icons/icon_smile.gif)
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Quote: | Routing newly-built fleets...
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User wants to have 100 new "Woosh Fluffers" 50 new "Marmon Creeners" and 70 new "Bleed Surkers" at "Stinky Socks" in 4 turns. AI does it or replies "impossible". ![Wink](images/smiley_icons/icon_wink.gif)
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Yesyesyesyes. It would allow you to change plans until you get a "possible". ![Cool](images/smiley_icons/icon_cool.gif)
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Quote: | Upgrading starbases
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Heh such little something may be left to user too.
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The actual upgrade *design*, yes, of course. The actual task of adding it to 100+ planetary Qs is a work for the AI.
As would be warning you that so-and-so hapless colony still has delta-torps instead of the latest armageddons, or an undersized gate instead of your newest any/any. ![Wink](images/smiley_icons/icon_wink.gif)
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Quote: | calculating packets
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Maybe just a calculator how many pop and defenses it likely kills?
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My aim would be to ascertain if packeting is desirable at all. And if so, how best carry it on.
Also, it could be possible to position "defensive" freighters in advance! ![Wink](images/smiley_icons/icon_wink.gif)
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Quote: | buiding minelayers at the borders...
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I vote against any aid to SD! Whoever wants to be that painful opponent deserves to be last to submit and have no personal life. ![Laughing](images/smiley_icons/icon_lol.gif)
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Heh. It would be even better to *help* SD and PP becoming more popular, while also giving their rivals the adequate tools to fight them.
...
So many Stars, so few Missiles!
In space no one can hear you scheme! ![Deal](images/smiley_icons/deal2.gif) Report message to a moderator
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Player assistant "AI"
By: wumpus on Sat, 04 March 2006 16:54
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Re: BattleSim with arbitrary tech
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Re: BattleSim with arbitrary tech
By: wumpus on Sun, 05 March 2006 06:18
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Re: BattleSim with arbitrary tech
By: Kotk on Mon, 06 March 2006 01:25
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Re: BattleSim with arbitrary tech
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Re: BattleSim with arbitrary tech
By: Kotk on Mon, 06 March 2006 05:24
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Re: BattleSim with arbitrary tech
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Re: BattleSim with arbitrary tech
By: Kotk on Mon, 06 March 2006 04:43
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Re: BattleSim with arbitrary tech
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Re: BattleSim with arbitrary tech
By: Kotk on Mon, 06 March 2006 11:10
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Re: BattleSim with arbitrary tech
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![Read Message Read Message](theme/Stars/images/read.png) |
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Re: BattleSim with arbitrary tech
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![Read Message Read Message](theme/Stars/images/read.png) |
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Re: BattleSim with arbitrary tech
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![Read Message Read Message](theme/Stars/images/read.png) |
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Re: BattleSim with arbitrary tech
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![Read Message Read Message](theme/Stars/images/read.png) |
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Re: BattleSim with arbitrary tech
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![Read Message Read Message](theme/Stars/images/read.png) |
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Re: BattleSim with arbitrary tech
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Re: BattleSim with arbitrary tech
By: wumpus on Mon, 06 March 2006 12:43
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Re: BattleSim with arbitrary tech
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Re: Player assistant "AI"
By: joseph on Mon, 06 March 2006 17:06
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Re: Player assistant "AI"
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Re: Player assistant "AI"
By: Kotk on Tue, 07 March 2006 14:25
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Re: Player assistant "AI"
By: joseph on Tue, 07 March 2006 17:05
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Re: Player assistant "AI"
By: Kotk on Tue, 07 March 2006 19:43
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Re: Player assistant "AI"
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Re: Player assistant "AI"
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Re: Player assistant "AI"
By: Madman on Wed, 08 March 2006 00:48
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Re: Player assistant "AI"
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Re: Player assistant "AI"
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Re: Player assistant "AI"
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Re: Player assistant "AI"
By: Kotk on Tue, 07 March 2006 14:08
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Re: Player assistant "AI"
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Re: Player assistant "AI"
By: Kotk on Wed, 08 March 2006 08:49
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Re: Player assistant "AI"
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Re: Player assistant "AI"
By: Kotk on Wed, 08 March 2006 13:37
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Re: Player assistant "AI"
By: joseph on Wed, 08 March 2006 16:54
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Re: Player assistant "AI"
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Re: Player assistant "AI"
By: Madman on Thu, 16 March 2006 06:45
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Re: Player assistant "AI"
By: Kotk on Thu, 16 March 2006 12:40
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Re: Player assistant "AI"
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Re: Player assistant "AI"
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Re: Player assistant "AI"
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Re: Player assistant "AI"
By: Kotk on Thu, 09 March 2006 08:16
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Re: Player assistant "AI"
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Re: Player assistant "AI"
By: mazda on Wed, 15 March 2006 09:58
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Re: Player assistant "AI"
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