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Board index » Games » Featured Games » Age of Conquest (AoC) » Support » AoC API & Code Samples


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 Post subject: AI
PostPosted: 17 Oct 2009, 10:55 
Freeman
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Joined: 17 Oct 2009, 10:17
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How does the AI works? I know the class will be probably big...

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 Post subject: Re: AI
PostPosted: 17 Oct 2009, 17:55 
Knight
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The AI in AO is kind of du.mb. But it's a bit smarter in AO3.

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 Post subject: Re: AI
PostPosted: 18 Oct 2009, 11:46 
Freeman
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I Know. I Allready offered myself to code another one.

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 Post subject: Re: AI
PostPosted: 19 Oct 2009, 09:53 
Game Developer
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Sounds great! I actually coded AOC3, so it should be possible for players to write their own AI code banana

I still wonder how to implement the AI scripting language? Should I create my own language? Or is there some better language out there that could be used?

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 Post subject: Re: AI
PostPosted: 19 Oct 2009, 10:14 
Knight
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Use Klingon ;)

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 Post subject: Re: AI
PostPosted: 19 Oct 2009, 10:30 
Game Developer
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Klingon sounds cool, although I am thinking more in terms of programming languages!

Any suggestions on good AI scripting programming languages? Should I roll my own?

:???:

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 Post subject: Re: AI
PostPosted: 19 Oct 2009, 11:35 
Knight
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If you stick with a programming language, not many people will be able to contribute to the AI. If you go with an AI script of some kind, then more people might be willing to help, but we might also get some half-@ss AI's. You'll also have to be careful about people trying to exploit the game through custom AI's that work in their favor.

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 Post subject: Re: AI
PostPosted: 19 Oct 2009, 11:43 
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Actually, if it is Java, I would have to explain the programming language. It would be pretty standard. I would just limit the functionality to the game object?

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 Post subject: Re: AI
PostPosted: 19 Oct 2009, 11:47 
Knight
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noblemaster wrote:
Actually, if it is Java, I would have to explain the programming language. It would be pretty standard. I would just limit the functionality to the game object?


What I meant was, not everyone knows how to do programming. Some people play with HTML or Javascript and they think they're programmers. While I don't know Java, I could easily pick it up just by trying since I have a good understanding of C/C++. But people who've never programmed before will have a harder time learning.

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 Post subject: Re: AI
PostPosted: 19 Oct 2009, 12:20 
Knight
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ImLagging wrote:
noblemaster wrote:
Actually, if it is Java, I would have to explain the programming language. It would be pretty standard. I would just limit the functionality to the game object?


What I meant was, not everyone knows how to do programming. Some people play with HTML or Javascript and they think they're programmers. While I don't know Java, I could easily pick it up just by trying since I have a good understanding of C/C++. But people who've never programmed before will have a harder time learning.


I guess that's not a problem, peep will make mistake, but others will correct them, and like for the map editor we will create soon tutorial.
I m for build an A.I Championship asap ! :kg:

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 Post subject: Re: AI
PostPosted: 19 Oct 2009, 12:41 
Knight
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claymore wrote:

I guess that's not a problem, peep will make mistake, but others will correct them, and like for the map editor we will create soon tutorial.
I m for build an A.I Championship asap ! :kg:


That's actually kind of intersting. Having a game/trouney where only AI players are playing in order to test whos AI is better. :D

Aschii, is it possible to do something like this? Preferably, so we can all see the progress as it plays out?

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 Post subject: Re: AI
PostPosted: 19 Oct 2009, 13:18 
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Quote:
That's actually kind of intersting. Having a game/trouney where only AI players are playing in order to test whos AI is better
I am actually irking to implement that for a long time :kg:

Here is what the AI scripting template would look like:
Code:
   public  void createActions(Game game, Player player,
                                   Recorder recorder) {
      // analyze the game and record
      // actions to perform
      ProvinceList provinces = game.getProvinces();
      ...

      // Example: how to recruit 2000 military
      // on a province (index 21)
      RecruitAction recruitAction = new RecruitAction();
      recruitAction.setProvince(province.get(21))
      recruitAction.setMilitary(2000)
      record.record(recruitAction);
   }
Basically all you have to do is to fill in the function listed above! I think that's about as straightforward as it gets?

I am shooting for it for AOC3. The AI will no more be a separate entity, but will appear as a user in the game! The AI will have its own profile, rating, etc. like human players. Depending on game type, you will now compete for rating points against AI players not only humans.

As far as accounts go. Obviously AI accounts, won't be able to login. Rather, an AI account is assigned to a human account where it can be managed from. A human user can own zero or more AI account.

For example:
system
- Strategist 1
- Strategist 2
- ...
noblemaster
- Stratego1
- AgainstTravisII
- DoesNOTMoveAi

Basically, there will be a couple AIs which belong to the system account, which will be used every time a game does not have enough human players. Then, you see a user "noblemaster" which has several AI accounts created which he can use for games as he sees fit. Instead of playing under "noblemaster", I would let my Strategy1 AI account play...

:liebhab:

I hope I am making sense?

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 Post subject: Re: AI
PostPosted: 19 Oct 2009, 14:24 
Freeman
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Joined: 17 Oct 2009, 10:17
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That would be great!
Well, i know how to program in java. The good thing on AI`s is that is not hard to learn how to make an AI. ( You dont need to many Programming knowladge ).

Can i have the javadoc of all classes in the game?

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 Post subject: Re: AI
PostPosted: 19 Oct 2009, 14:59 
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Yes, I will provide the Javadoc for all the classes required in time. I need to implement it first...

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 Post subject: Re: AI
PostPosted: 19 Oct 2009, 15:55 
Freeman
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Joined: 17 Oct 2009, 10:17
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allright =)

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