Home » Stars! 2.6/7 » The Academy » Player assistant "AI"
Re: BattleSim with arbitrary tech |
Mon, 06 March 2006 11:10 ![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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Kotk | ![](http://starsautohost.org/sahforum2/images/custom_avatars/250.gif) ![](images/commander.gif) | Commander | Messages: 1227
Registered: May 2003 | |
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m.a@stars wrote on Mon, 06 March 2006 13:22 | 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)
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With real AI (that plays for itself) it is simple to toss together some formula and let to calculate answer to each of the questions. Formulas can never be "ultimate" but "close enough" is OK for AI opponent. OTOH if assistant AI decides lots of things on its own in players turn then player starts to object ("why it tries to carry pop away from my sweet ironium candy world?"). It is simpler to write few formulas into code than to make intuitive UIs for each aspect of marking and prioritizing the breeders/needers. Most simple i can imagine is to select some pop management status for each planet:
"i havent decided"
"it is breeder"
"it is needer until its full"
"it leave alone"
"it is full"
Quote: | The actual upgrade *design*, yes, of course. The actual task of adding it to 100+ planetary Qs is a work for the AI.
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For AR following upgrade path of his orbitals is a priority. Orbital means capacity of planet and all "planetary" defense AR got, no much else to build on planet. There the problem is to have minerals. For rest of the PRTs orbital is source of ability to gate forces around and/or to build ships. If it cant build orbital then its too weak planet anyway and only its strategic location may somewhat matter. Now if AI starts to bugger some late game player about his pesky stations with slot of gatlings and slot of wolverine shields ... then it is annoying for player. He does not care. Only 3% of his opponents nubians can kill any theoretically possible station, so why to build it full and waste minerals. ![Wink](images/smiley_icons/icon_wink.gif)
Quote: | Heh. It would be even better to *help* SD and PP becoming more popular.
| SD is actually a very popular PRT among experienced players. It takes up to 2 times power to compete with a good SD. Only thing ... the turn file that SD submits is usually ~2 times bigger than that of others. If some major part of that SDs MM can be at least semi-properly automated then games will turn into SD slugfests where most play SD and minority play useful sidekicks to SD. ![Nod](images/smiley_icons/icon_nod.gif)
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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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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
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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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