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Author |
File Description |
Artifical Zoo |
Posted on 06/19/06 @ 12:34 PM (updated 12/20/06)
File Details |
Version: |
AoM: The Titans |
*Important*: This is a 'corewars-style' AI (designed
for computer vs. computer play), not really suited
as an enemy for human players, although it could be
used as an ally. Please refer to the user manual
included (Notonecta/Notonecta.1.0.pdf) for how it
behaves on a random map.
After breeding this AI for now close to four years, i've
finally decided it is ready for 'peer review'...
In general it follows the 'AI wars tournament rules
from Age of Kings, but it generally wins by wonder.
*** Updates ***
-In version 1.1, it demonstrates the "Kronos rush" and
"Set rush" strategies as well (depends on map/player
civ selection). Trading and placement of some buildings
have been improved.
A "killer mode" might be used if the AI runs out of space
for a wonder.
-In version 1.2: Several bugs fixed; allied AIs now cooperate in Kronos/Set rushes; alternative "quick heroic" mode added.
Any comments welcome.
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Author | Comments ( All | Comments Only | Reviews Only ) |
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kalus |
Posted on 07/06/06 @ 11:32 AM
Holy shit! You force me to reinstall AoM :-) I just have to try this out!
It's very good to see other people out there who seem to share my enthusiasm for the relatively flexible AI scripting interface AoM provides. |
Zeus_StinnerV |
Posted on 07/16/06 @ 02:44 PM
Hi all.
I have tested a lot of AI personalities for The Titans.
Admiral AI is a very good improved version of the defaul AI but I want to suggest you about making the AI build more buildings, specially Fortresses, and research ALL the improves for buildings at Town Centers.
About Notonecta, I have tested Notonecta before, and when I downloaded Notonecta Glauca AI, I didnt see differences comparing to the original AI.
Original Notonecta had a terrible trouble. MARKETS, the caravans reach market and have a lot of troubles to reach the TC again. I mean, if you destroy that TC or market. Notonecta stop marketing forever. Fix it please!!.
ADMIRAL AI and NOTONECTA GLAUCA AI, plz review the source code of BattleMachine Zeta AI. It have a very good optimized way to rush and press a lot to it opponent.
Keep upgrading you AI's becasuse it makes the game more exciting, when you dont have ESO available!. Good work!
Thank you.
Excuse me by mi english but I'm still learning it ;-).
P.D. If BattleMachine Zeta AI read it, upgrade the AI for The Titans Expansion, and research all the building improves at TOWN CENTER.
Plz replay me. |
Artifical Zoo
File Author |
Posted on 07/20/06 @ 08:54 AM
Hi,
thanx for taking time to comment. Reply to Angel Spineman aka Zeus_StinnerV:
First, about the market stuff. Didn't understand all what you said, but
can imagine what happened. Currently Notonecta Glauca will trade exclusively
with allied TCs, since there is a bonus on them. The AI is aimed at 2vs2
games, and an ally with no TC left when others are heroic+ is pretty much
dead.
Keep in mind this is a corewars script, not a standard enemy. According to
AI wars rules the game is over when the first player dies. But you made me
thinking - now added code to consider both own and allied TCs, considering
the bonus properly. Still, you (human) are not supposed to play against it.
About "rushing and pressing an opponent": That is what Notonecta Glauca is
NOT supposed to do. In fact, i've implemented some tricks to try and devalue
the built-in aggressor bonus, but that works only against computer enemys.
I may take a look at Battlemachine Zeta, but i will not change the
philosophy behind Notonecta Glauca - see the .pdf inside the archive.
Still have a few ideas in mind to improve the AI, but my time is limited,
and figuring out advanced techniques (like the tunnel GP) is pretty hard
since's all undocumented.
I'll come back when ready.
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kalus |
Posted on 07/21/06 @ 09:20 AM
Such a discussion does not really belong to the comments section of such a great contribution to the game, so I'll try to keep it short: Battlemachine Zeta was definetly a very good improvement of the vanilla AoM script. But I made some experiments with it and if my memory does not totally fail me here, it was beaten by the standard AoM:TT AI quite reproducible.[Edited on 07/21/06 @ 09:21 AM]
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Artifical Zoo
File Author |
Posted on 07/27/06 @ 07:50 AM
Hi,
in reply to kalus, while "discussions" don't belong to the comments
section, where do i give support? I think that's why you choose
between "review" and "comment".
To GABOZ, currently you can set the AI as enemy but it doesn't make
much sense - the AI thinks you are an AI script and treats you that
way. Notonecta Glauca uses the internal KB in a way that resembles
cheating. Against a computer player, this is perfectly legal as he
can do the same - you cant.
You can use Notonecta Glauca as an ally to try and detract enemies
attention from you, as long as they don't recognize the situation.
However it will work less-than-optimal since in AoM you cannot
"talk" to an AI script as in AoK - only AI-to-AI-communication is
possible.
BTW i made a few test runs with Battlemachine Zeta using standard
corewars setup (2vs2 hard, skipped all games with Atlanteans in
them). Battlemachine Zeta lost every game. Took a lot memory for
the mass battles, stopped to not wear off my HD by swapping.
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vlaaming |
Posted on 11/02/06 @ 09:45 AM
where can i find where i need to put the files |
Tobyias |
Posted on 01/30/09 @ 08:48 PM
how do you script ais?
please help!
thanks |
Magnum Pi |
Posted on 05/07/09 @ 10:45 AM
Hey Artifical Zoo, I know this upload is pretty old, and the pdf document said you probably won't update this AI, BUT from reading many of your comments throughout Notonecta, I thought you would be interested to know that Teleporters (like Sky Passages) can be used easily by setting the AttackPlan variables 'cAttackPlanSrceTeleporterID' and 'cAttackPlanDestTeleporterID' appropriately. No Transport plans!
Also, I found a crucial typo in one of opening segments of Notonecta's initialization (I forget where). But it sets the aiAutoFarmEscrowID to the var 'iFarmResource' instead of 'gbliFarmEscrow' if this is fixed the 'PatchFarmPlans' rule should become obselete.
You also mentioned trouble with getting walls to upgrade? A known bug in the AI engine prevents progression plans from researching wall upgrades. Hence in the case of walls, (and I would advise this of all technologies) research plans are a more reliable alternative to progression ones.
Nextly, with all your woes about unstable plans: Plans are much less likely to crash if they have less variables attached to them. Obviously, all plans automatically have a minimum number of plan variables attached to them, dependent upon the type of plan, but augmenting this number beyond 1 for each plan variable type with 'aiPlanSetNumberVariableValues()' increases the likelyhood of a crash. Of course it may be necessary to do so, just avoid doing so where not needed. I noticed alot of your plans employ user variables. Cutting back on these improves stability as well. At least, this is based on my experiences with plans. Id be interested in hearing in detail what your's were like.
Finally, I don't want to end on a critical or pedantic note. In fact I was very much inspired by Notonecta (and flattered that I mentioned in the pdf) to create my own farinacous, custom AI! Even though I'm more interested in aggression, intelligent behavior, and Human v. AI than AI v. AI play. Two thumbs way up to Notonecta, I just thought you may be interested in some of these points. |
demoix |
Posted on 07/12/12 @ 12:46 PM
Hello! Why i got error message: "The map type 'None' has not been specified. Natonecta glauca will now terminated" ? when i put MAIN.xs on AI data over map editor?[Edited on 07/12/12 @ 01:02 PM]
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vitor_stwr |
Posted on 01/04/20 @ 01:26 PM
How do I install this script? Do I extract the "notonecta" folder or just extract the files inside the "notonecta" folder to the "ai2" folder? |
HGDL v0.8.2 |
Statistics |
Downloads: | 3,359 |
Favorites: [] | 3 |
Size: | 619.37 KB |
Added: | 06/19/06 |
Updated: | 12/20/06 |
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