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Age of Mythology Heaven » Forums » Modding and Scripting » AI Development
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Topic Subject:AI Development
invent00r
Mortal
posted 24 June 2007 05:17 PM EDT (US)         
Hello.
I'm just wondering if anything is happening around AI programming...
Is there anyone currently working on a new AI?

I went to the downloads section, and the last AI put out there was from 2006.

I'm interested in making one myself, but I don't know if I can do it without any help.

I'm probably not the only one that feels this way, and I would like to know if you have ever wanted/tried to create or is already in the process of creating a new AI for AoM.
AuthorReplies:
Milkman Matty
Mortal
(id: Khan And Steak)
posted 25 June 2007 10:34 AM EDT (US)     1 / 19       
Yeah I am currently looking at this section of Aom at the moment. This is my check list;

1. Submit a file that has a massive turn out - Pending.
2. Get to know the editor - done. I am very experienced with scenario designing side of things (if I do say so myself)
3. Learn how to make RMS's - done. I can make my own random maps.
4. Learn how triggers work - pending. Kinda I get how to make the trigger look good and make it look like it works inside the editor but I can't actually make it work.
5. Learn how to make AI's - pending.

anyway thats my life story ~ Khan

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[This message has been edited by Khan And Steak (edited 06-25-2007 @ 10:34 PM).]

Godyssey
Mortal
(id: Two_ace_u)
posted 25 June 2007 11:02 AM EDT (US)     2 / 19       
well currently, i'm making a strategic AI, using BO supplied from AOMH, its just that i'm stuck on making escrows and goals for the AI.

Also khan do you know RMS?

If you do,
Do you know how to make objectives in RMS?
Its currently pissing me off.

A green great dragon.

[This message has been edited by Two_ace_u (edited 06-25-2007 @ 11:03 AM).]

Argalius
Mortal
posted 25 June 2007 11:41 AM EDT (US)     3 / 19       
The AI is written in C++ or C# IIRC. You might want to learn the basic rules of those coding languages first.

|| argalius.elpea.net
|| Cherub at AoE3H
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Lord_T
Mortal
posted 25 June 2007 01:33 PM EDT (US)     4 / 19       
"using BO supplied from AOMH", using Body odor supplied from AOMH?
Roxas
Mortal
(id: silvermoon)
posted 25 June 2007 01:35 PM EDT (US)     5 / 19       
I thought the AI was written in xs....which is a really cut down version of C++


but good luck to you if you are writing this... I script a lot but the AI never quite does what i want it to do 100% (it half arses about :P)
invent00r
Mortal
posted 25 June 2007 04:24 PM EDT (US)     6 / 19       
I'm quite familiar already with XS.

@Khan
I've decided to skip number 1 and 3.

Anyways, I have started writing an AI from the scratch!

And I'm trying to make then follow build orders...
However, the problem is that BO only work for one god.
So, I'm thinking of making the best Thor AI out there . ( well...hoping to )

Maybe later on adapt it to the other norse gods.

The thing is, I don't know anything about attack and defend plans, goals, or even progressions. But my doesnt reach classical quite yet, so I don't know how hard they will be to learn...

And I haven't found many documentation around this stuff.

@Two_ace_u
I would like to know more about your AI if possible

And I don't think one can be able to set up 'Objectives' in RMS - at least I never saw any map that had one.

~ Luis
Stephen Caines
Mortal
posted 25 June 2007 07:36 PM EDT (US)     7 / 19       
@invent00r - suggest you download Kalais' Admiral AI mod as a good starting point - and look at what he has done. I used his AI as the basis of the AoME ai - but all I really did was make changes so it would play with the new character set - lots of createsimplebuildplans and createsimplemaintain plans. I think Tasev is starting the same process for AoSW.

Most of the documentation that comes with the game is very basic, but sometimes it comes in handy if you're wondering whether a certain function already exists. Starting an AI from scratch sounds like a challenge (because the current AI complex is about 15,000 lines of code and just coming to grips with how it all needs to hang together is a big task). You may find it easier to include some of the existing AI (Econ and Progress for example), while you build up other areas.

Good luck with it!
Godyssey
Mortal
(id: Two_ace_u)
posted 25 June 2007 09:04 PM EDT (US)     8 / 19       
@Two_ace_u
I would like to know more about your AI if possible
well currently,
I'm using a God checking code to see what the Ai is and load it up using the function include. So theres going to be 10 xs files. 1 for reading the map, 9 for the gods.
Its still under way though and problem is.. I don't have BO for all the gods.
"using BO supplied from AOMH", using Body odor supplied from AOMH?
Go check at general game discussions. BO here stands for build order.

A green great dragon.
Milkman Matty
Mortal
(id: Khan And Steak)
posted 25 June 2007 10:15 PM EDT (US)     9 / 19       
I'm thinking of making a zelda AI - an AI that goes with zelda maps. So instead fo doing nothing because they havn't got a TC they gather rescources to make the TC. I thought this to be a good starting point to learn AI's. This shouldn't be too hard to do if I use adrimal for everything else then all I have to do is put in a few commands/coding and I should be done, the problem is I don't know where to put the codeing.

Another thing that I might add is river-civ AI obvioulsy is designed for the map river civilization. Just some ideas on what I'm looking at in this point in timem weather or not it happens is another story ~ Khan

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Proud Member of Forgotten Empires
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[This message has been edited by Khan And Steak (edited 06-25-2007 @ 10:32 PM).]

Godyssey
Mortal
(id: Two_ace_u)
posted 25 June 2007 10:41 PM EDT (US)     10 / 19       
khan river civ and zelda are multiplayer maps.

You cannot play the AI of your idea online becuase they have to have it too. :/

A green great dragon.
Milkman Matty
Mortal
(id: Khan And Steak)
posted 26 June 2007 01:14 AM EDT (US)     11 / 19       
Who said I would be playing it online? ~ Khan

<||=================================||>
Proud Member of Forgotten Empires
96Reviews KaS Dota2 Halo 5 Reach
{ "Work until your idols become your rivals" }
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Godyssey
Mortal
(id: Two_ace_u)
posted 26 June 2007 01:19 AM EDT (US)     12 / 19       
Well, I comprehended the fact that Zelda and Riv Civ are Multiplayer maps. And thought that it was for multiplayer purposes (lan / eso).
What your gonna make is an AI for a multiplayer map...
But if you meant just a player by him\her self then, Thats gonna take way too long.
That may cover over 12,000 lines.

A green great dragon.
Milkman Matty
Mortal
(id: Khan And Steak)
posted 26 June 2007 02:08 AM EDT (US)     13 / 19       
wouldn't I just add a look for TC at start and buil on the first one they find? the rest can be done by admiral no? ~ Khan

<||=================================||>
Proud Member of Forgotten Empires
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{ "Work until your idols become your rivals" }
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Godyssey
Mortal
(id: Two_ace_u)
posted 26 June 2007 02:27 AM EDT (US)     14 / 19       
well it depends on the situation.
On River civs, you have to command a code that finds them and tells them where to go. But the hard part is, not to make them always go to the same island.

On zelda
with TC, you can just use normal AI
without you gotta target the units and instruct them to work on a TC, which is pretty hard.

A green great dragon.
Milkman Matty
Mortal
(id: Khan And Steak)
posted 26 June 2007 10:23 AM EDT (US)     15 / 19       
Yeah I'm not so sure on how to do ethier or those but I guess I will find out huh? ~ Khan

<||=================================||>
Proud Member of Forgotten Empires
96Reviews KaS Dota2 Halo 5 Reach
{ "Work until your idols become your rivals" }
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Godyssey
Mortal
(id: Two_ace_u)
posted 26 June 2007 10:55 AM EDT (US)     16 / 19       
well what ever one you do, it might still take you over 12,000 lines of coding.

A green great dragon.
invent00r
Mortal
posted 26 June 2007 12:27 PM EDT (US)     17 / 19       
Even if it takes 12k to make a good AI, it is the process of making then, and watch then getting better that is rewarding and fun.

Maybe an AI that only works for one god - as i'm trying to - takes less lines of coding, and less play testing. Thus speeding up the process...

Btw, khan, the AI can only get the name of random maps. So doesn't know what scenario it is on.
So thats 2 x 12,000.
Milkman Matty
Mortal
(id: Khan And Steak)
posted 26 June 2007 12:38 PM EDT (US)     18 / 19       
My work load just quadrupiled. Bummer mite scap it - to much effort and time. I'll probably pick it up after I have finished my two big scenairios comming up ~ Khan

<||=================================||>
Proud Member of Forgotten Empires
96Reviews KaS Dota2 Halo 5 Reach
{ "Work until your idols become your rivals" }
༼ つ ◕_◕ ༽つ trGetUnitScenarioName(); ༼ つ ◕_◕ ༽つ
Loki_GdD
Mortal
posted 15 September 2007 11:09 AM EDT (US)     19 / 19       
Hi guys!

I've been working on my AI called admiralAoModAI for about a year now. I'm using Georg Kalus' admiralAI as a base and I've been reworking many parts of the AI. Unfortunately RL has been keeping me very busy so I haven't finished it yet.

Take a look at the following thread:
http://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=19,24126,0,all
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