Home » Stars! 2.6/7 » The Academy » Player assistant "AI"
Re: Player assistant "AI" |
Wed, 08 March 2006 09:41 ![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 Wed, 08 March 2006 14:49 |
m.a@stars wrote on Wed, 08 March 2006 11:17 | The interesting part is Stars! (or a Stars!-like clone) offers a nice simple/complex playground for anyone interested in game-AI to test his/her skills/ideas. ![Smile](images/smiley_icons/icon_smile.gif)
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I have tested my simple amateur AI ideas on lot simpler playgrounds. For example i did windows minesweeper AI.
Optimized the code until it sweeped expert level below 1 seconds in debug mode (unless it hit mine) on 900MHz Athlon, and then a thief stole my computer. ![Sad](images/smiley_icons/icon_sad.gif)
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Ouch! You didn't have a backup? ![Neutral](images/smiley_icons/icon_neutral.gif)
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Quote: | Such a graph has indeed been in my mind often, when considering how most ppl do actually scout their space. Could you please tell me how you generated it? I know the general idea, but I'm too lazy/busy to research the actual algorithm/code. ![Wink](images/smiley_icons/icon_wink.gif)
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What you mean? How i generated? Silently. Wrote in C++ (2003). Reading xy file algorithm i already had, star map display i already had. Used boost::graph template for graph (but current problem needs none of its features). Algorithm to fill graph is 10-liner that selects all pairs of two different planets, uses Pythagoras for calculating distance between them and if distance fits to conditions then add edge to graph. Most code/time went to displaying that graph on star map later.
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I'm afraid I wouldn't know how to use any proper "graph" lib if it bit me in the I. But, from what you explain, I gather I'm only lacking the "conditions" to add the edge to the graph, plus perhaps a proper structure for storing such graph.
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Quote: | I wonder if you have any other cool ideas for penscans? ![Cool](images/smiley_icons/icon_cool.gif)
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For one example to think about:
1) Draw scanner radius circle around all unscouted planets.
2) measure sweetness of each spot within 81 ly radius to your scout (by how many circles overlap there). Its ~20K spots. ![Laughing](images/smiley_icons/icon_lol.gif)
3) choose some sweetest spot and go there.
4) remove the circles for scouted places and back to 2)
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Yeah, I tried that one long ago. Phase 2 turned out to be the hardest. But I think if I used some kind of graph to weed out most faraway "sweet-spots" things would improve significantly. ![Sherlock](images/smiley_icons/smile_sherlock.gif)
Or else try a completely different tack. *sigh*
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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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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