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Home » Stars! Clones, Extensions, Modding » FreeStars » FreeStars AI will be?
FreeStars AI will be? Tue, 06 April 2004 12:01 Go to next message
chaosknight is currently offline chaosknight

 
Petty Officer 2nd Class

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well, subject....
Stars! AI - is perfect, i think.. and what about FreeStars? Razz



we will never die

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Re: FreeStars AI will be? Tue, 06 April 2004 12:34 Go to previous messageGo to next message
Orca

 
Chief Warrant Officer 1

Messages: 148
Registered: June 2003
Location: Orbiting tower at the L5 ...
Nonexistant at first. The AI will just be another player as far as the host is concerned.


Jesus saves.
Allah forgives.
Cthulhu thinks you'd make a nice sandwich.

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Re: FreeStars AI will be? Tue, 06 April 2004 13:19 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

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Since the turn file formats will be open, it is possible that some one could write a 'client' that will read the .m file and write the .x file with no player involvment. That would be an 'AI' in effect. There will be no AI processing in the host processing.


- LEit

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Re: FreeStars AI will be? Tue, 06 April 2004 13:48 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
In fact ... i would like to do at least one AI for each trait. I like programming AI-s. Is it possible to get the current design for files from you?

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Re: FreeStars AI will be? Tue, 06 April 2004 13:54 Go to previous messageGo to next message
LEit is currently offline LEit

 
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Yes, but...

I'm currently reworking them, in a short while they should be much more stable.

But even then, they're probably going to be changed a lot before we're done.



- LEit

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Re: FreeStars AI will be? Tue, 06 April 2004 13:56 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

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Currently I don't produce any .m files at all. I have the format somewhat hashed out, but it's not close to being done. I do produce a .hst file, but that's not something the AI should be looking at.


- LEit

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Re: FreeStars AI will be? Tue, 06 April 2004 14:12 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

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The server is going to have to produce the unerverse.xy file as well - and I will need one within the next 6 weeks I'm sure for the client.
Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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Re: FreeStars AI will be? Tue, 06 April 2004 14:17 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
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If things change they change i have been programming stuff about 15 years i know that nothing will stay same. There only stable are the "temporary" things that are been planned to change for years. Razz

What do you have at the moment in m file?
Sure there are something like:
* Your Fleets + their orders,
* Opponent Fleets scanned this turn + their movement,
* Your planets + their queues.
* Other planets scanned this turn,
* Your Minefields,
* Opponent Minefields scanned this turn,
* Your packets,
* opponent packets scanned this turn,
* Scanned Wormholes,
* locations of MT-s
* Your ship designs (may change on case you received gifts)
* Opponent orbital and ship Designs seen this turn,
* Knowledge of tech & MT items,
* Battles step-by-step that you participated in,
* Pile of all sorts of messages.

Correct?
Also you have probably some preliminary format for x file.


[edit: added battles, MT-s and designs]


[Updated on: Tue, 06 April 2004 14:41]

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Re: FreeStars AI will be? Tue, 06 April 2004 14:28 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

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the .m file also needs any battle info.

Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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Re: FreeStars AI will be? Tue, 06 April 2004 14:58 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
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Oh OK. I can sure write major parts of it without doing any input or output yet. Just letme know when theres something to put in.

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Re: FreeStars AI will be? Tue, 06 April 2004 17:45 Go to previous messageGo to next message
Orca

 
Chief Warrant Officer 1

Messages: 148
Registered: June 2003
Location: Orbiting tower at the L5 ...
Kotk wrote on Tue, 06 April 2004 14:17

What do you have at the moment in m file?


The .m file still needs to be changed over to match the .hst format - for the most part it's simply a subset of the information already present in the .hst and includes among other things (and this is off the top of my head - probably missing a few as well)

* the universe settings [perhaps this should be shunted over to the .xy now that I'm thinking about this]
* race to race messages including global messages.
* race file information
* friend/neutral/enemy status of other races
* score information for other races if applicable
* current resources in a particular tech field (client can extrapolate tech level and resources to next tech from this)
* ship/base designs
* ship/base design numbers (current built, total built, current in construction)
* fleet composition, name, location, speed, destination, cargo [including fuel], battle orders and waypoint 1 & 0 orders (including destinations, speeds, individual orders, and repeating order checked), (client should be able to calculate cloaking units and cloaking percentage based on fleet cargo and composition)
* known enemy ship designs, location, current speed and direction. Cargo if applicable due to Pick Pocket scanner.
* battle orders
* messages regarding fleets outrunning scan ranges
* fuel generation messages
* running out of fuel messages
* CE engine failed messages
* engine overload messages
* unable to transfer cargo
* ships lost to the void (overgating)
* fleet lost to the void (overgating)
* cargo transfer
* fleet arrived
* fleet mining (minefield creation)
* minefield added to
* mine impact (per mine)
* mine detonation
* mine sweeping
* fleet remote mining
* fleet colonizing (plus amount of minerals recovered and new planet claimed)
* fleet unable to execute instructions (mining due to no minelayers, colonizing due to no colonizer, etc.)
* fleet scrap
* fleet patrol
* fleet pop increase (for the IS players)
* step by step battle information, as well as battle summaries
* bombing and hostile terraforming messages
* packet composition, speed, destination (both own and other players - so player too obviously)
* packet terraforming messages if you're the target of a hostile PP?
* packet impact
* packet warning
* current information on all planets presently under scan (default hab, terraformed hab, current owner, approx population w/30% fudge factor, approx defense value with ??% fudge factor), cargo (if Robber Baron scanner).
* known minefield (friendly, own and hostile) location and number of mines (client will have to extrapolate the radius)
* owned planet information - current mines, factories, defenses, population, base type, scanner, queue information (including partial completion on items within the queue), routing, packet destination and speed.
* messages regarding the queue (mines complete, defenses complete, ships complete, base complete, terra complete, alchemy complete, production complete etc.)
* ground combat messages
* die-off messages
* scouting information messages will be generated by the client by cross-referencing the .h and .m files
* MT location, status (traded or not), speed, and estimated destination (some point along the borders of the galaxy)
* wormhole openings, connections (if known), locations, and estimated stability.
* Random event notices (comets of various sizes, fundamental changes, new minerals located, artifacts located - plus possibly some others I've forgotten about at the moment)
* Permanent terraforming messages (for CAs)
* genesis device message
* tech level increase messages, possibly including items now available
* tech from battles
* tech from invasions
* tech from scrapping
* abandoned world
* player(s) have reached victory conditions

And possibly some other stuff I don't remember offhand. Check back with me when I have the files handy.


[Updated on: Tue, 06 April 2004 17:51]




Jesus saves.
Allah forgives.
Cthulhu thinks you'd make a nice sandwich.

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Re: FreeStars AI will be? Tue, 06 April 2004 18:24 Go to previous messageGo to next message
ForceUser is currently offline ForceUser

 
Lt. Junior Grade
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Gee, you must have a great memory Wink


"There are two types of people in the world. AR players and non-AR players" Nick Fraser

Working on some new stuff: http://sourceforge.net/apps/mediawiki/stars-nova/index.php?t itle=Graphics
And the Mentor Database www.groep7.co.za/Mentor/ ZOMGWTFBBQ!! it still works lol!
Check out my old site with old pics at www.groep7.co.za/Stars/

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Re: FreeStars AI will be? Tue, 06 April 2004 18:57 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

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We are going to have to reduce the .m (and the .x) files to a packed format. If we don't, then a .m file could be 50k bytes or more in the late game. Saving all your game files for every turn over 100+ turns then takes up a significant amount of space for players with older machines.

Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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Re: FreeStars AI will be? Tue, 06 April 2004 20:28 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

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They will probably be compressed and then encrypted. I've been thinking we could have an XML compressor: replace all the tags with a much shorter version, eliminate white space, coments, etc. They could then ben compressed with a zip like utility, and then encrypted. All three stages need to be undone on the other end.

However, in general, I'm not going to worry about the size of the files. First of all, disk space is cheap enough that it shouldn't be a problem for, and secondly, the compression should work well enough.

I expect the files to be significantly larger then current Stars! even with the compression.



- LEit

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Re: FreeStars AI will be? Tue, 06 April 2004 20:41 Go to previous message
Orca

 
Chief Warrant Officer 1

Messages: 148
Registered: June 2003
Location: Orbiting tower at the L5 ...
Ptolemy wrote on Tue, 06 April 2004 18:57

We are going to have to reduce the .m (and the .x) files to a packed format. If we don't, then a .m file could be 50k bytes or more in the late game. Saving all your game files for every turn over 100+ turns then takes up a significant amount of space for players with older machines.


The flexibility and ease of use with XML are why we're using it. We'll be compressing it, but yes - don't expect the file sizes to be as small as with Stars!. This might change, but for now, we're planning on using XML.

Certainly the system requirements will be more than "386, windows 3.1, 4 megs of RAM, 6 megs of disk space." Smile Probably nothing resembling a modern machine required.



Jesus saves.
Allah forgives.
Cthulhu thinks you'd make a nice sandwich.

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