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Re: Player assistant "AI" Wed, 08 March 2006 09:41 Go to previous messageGo to previous message
m.a@stars is currently offline m.a@stars

 
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Registered: October 2004
Location: Third star to the left
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

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


Ouch!Sad You didn't have a backup? Neutral

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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

What you mean? How i generated? Surprised 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.


I'm afraid I wouldn't know how to use any proper "graph" lib if it bit me in the I. Embarassed 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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I wonder if you have any other cool ideas for penscans? Cool

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
3) choose some sweetest spot and go there.
4) remove the circles for scouted places and back to 2)


Yeah, I tried that one long ago. Phase 2 turned out to be the hardest. Razz But I think if I used some kind of graph to weed out most faraway "sweet-spots" things would improve significantly. Sherlock

Or else try a completely different tack. *sigh*
...




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In space no one can hear you scheme! Deal

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