Home » Stars! 2.6/7 » The Academy » Player assistant "AI"
Re: Player assistant "AI" |
Wed, 08 March 2006 13:37 ![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 Wed, 08 March 2006 16:41 | Ouch! You didn't have a backup? ![Neutral](images/smiley_icons/icon_neutral.gif)
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Nay, but then again ... minesweeper was too simple problem even for AI amateur like me. There are 16x30 unknowns that can be "mine"/"no mine". Gradually during playing these turn into knowns, and all known "no mine"s give knowledge about 8 unknowns around them. So profiling did show that most of the time AI was busy "looking" at the board and clicking it, there was no much to think about.
Quote: | 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.
| Conditions i gave already? distance < 50 => cyan edge,otherwise distance < 82 => green edge, otherwise no edge.
Graph is nothing special. Directed edge is pair of integers (source vertex id, destination vertex id) so you need vector of pairs of integers to store all edges. Bidirectional edge is one edge there and one back. If you know all your graph has only bidirectional edges anyway (like on our case) then you may use only one pair for each edge. If you want attributes like colors or weights or distances add same size vector for attributes too. Like i say i used boost template but only for it makes needed storages, iterators and all such crap for me. Actually its real powers were not used.
Quote: | 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)
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Oh ... I joked about that phase 2 thing and need to calculate 20000 times. I think that pen-scanning scouting is geometry problem rather than graph problem. If you have 2 circles they overlap or they dont. Now ... if you have 3 circles that all overlap with each other then there may be (and may not be) region where all 3 overlap. Now if there was such 3- way region and there is 4th circle that has also such 3-way region with each pairs of above 3 then there also exists 4-way region. And ... so on. At some moment you have list of all possible regions. If there are no 5 way regions then there are also no 6 way regions to consider. ![Wink](images/smiley_icons/icon_wink.gif)
Then you take that BOSS 81 ly circle around your JOAT scout, for what you have to analyse these regions. If nothing overlaps with it you take 162 ly circle and so on. Also to simplify your task and have less various regions to consider ... you can limit with say 20 closest unscouted planets to your scout. ![Wink](images/smiley_icons/icon_wink.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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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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