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پست ها: 12   بازدید شده توسط: 107 users
15.10.2012 - 05:17
This would be the prototype of an AI for Afterwind if I was programming it:

The AI must:

1. Defend its cities
2. Attack other cities
3. Repeat the process

The AI must be able to perform better than a human or at certain difficulties. To do this, the AI should not have cost factors when purchasing units.

Also, the AI shall have settings, the easiest being at no resource bonus and the hardest would be extreme bonus (like +8 infantry instantly to any capture city).

The AI will be created like a player, and used certain strategies like a player, will be model of off talented players.

Detecting an enemy presence near the capitol

This can be done by creating an area of influence. Also, when it detects an enemy presence, it must seek to destroy the enemy and expand its empire simultaneously. It would use bombers to destroy enemy units within a certain area. Let say, A= 2(pi)(r^2) of the capitol, and every 4 turns, the circle would expand by 1.1 the amount.

Attacking cities

This can be done based on the different personalities of the AI. For the default, tank general, it shall use tanks as the primary attacking units. It shall use the same detection method but the circle of influence shall increase by 1.5 the amount every 4 turns. And every certain amount of turns, it shall produce units according the difficulty settings. It will pool towards a desire target and attack in a combined fashion based on proximity.

Defending cities

Creating walls shall be a neat little trick certain personalities will have, but for the majority, they will have infantry auto spawn in their cities based on the selected difficulties. The hardest being 8 infantry auto spawning every turn, and after a capture. It will also produce elaborate walls based on the equation 2(pi)(r), starting from the capitol, and every 4 weeks, the walls would expanding radially outward.

Final Remarks

Beating the Human mind will be a tough challenge to do, but giving it unfair bonus would help lever the odds. If I was giving more time to actually perfect the code, the AI would be such a masterpiece of art with so many different personalities.





Update for 2015
I though about how to design the AI for AtWar, it came to me when I remember a conversation with a retired calculus professor. He was talking about math and real world problems. Such as how to connect the telecommunication cables in the pacific ocean. Finding the shortest path essentially. Kind of like this https://en.wikipedia.org/wiki/Euclidean_minimum_spanning_tree

Basically for the design:
-For each city the AI owns, Make a combination of tanks and infantry
--Find shortest Path between all units within a certain size and then move there Forming a unit stack

If a unit stack exist
-For each unit stacks, check closest unit stack/neutral city/ enemy city and attack weakest or second weakest within reach.
--If detect wall, use 1 unit to break if within reach, then move closer to target
-Use half of the mov available in the unit stack, and go to nearest enemy capital
-For each unit stacks, Find shortest Path between all units stacks and then move there
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15.10.2012 - 13:12
Please do this
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15.10.2012 - 14:19
I believe at one time they said AI is planned, but is a low priority.
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18.10.2012 - 09:31
I don't remember them ever saying they would add AI, just because AI on the current afterwind map would just be too hard with all the water and such.
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~Somewhere in the distance an eagle shrieked as it rode an American buffalo to an apple-pie-eating contest at a baseball field.~
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18.10.2012 - 12:27
Ai in strategy games are always Op or Weak.
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20.10.2012 - 11:42
I think this is a terrible idea. The AI would take time to make which would take time away from things people want more than this.
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Roses are red
Violets are blue
In Soviet Russia
Poems right you!

Roses are grey
Violets are grey
I'm color blind

Roses are red
I have a phone
Nobody calls me
Forever alone

Roses are red
Violets are blue
Some poems rhyme
this one doesn't
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22.10.2012 - 00:27
I thought this might be a fun idea :) Having everyone vs. 1 AI on god mode, but everyone is entitled to their opinion, and I respect yours.
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19.08.2013 - 06:28
I thought of another way:

Have the AI select a random nation.
This would perhaps come from a list the game have of all available nation?

or

Have the player(host) select the starting location of the AI.

For the PD AI:

It would travel units to nearest city.
I don't know how you code for cities, but if the location is not built in, then it should search for them. From country A, city A: it will search in four quadrants. Go up x amount and over y amount, until it finds a city. If the city is neutral or enemy, attempt to attack it. It should detect for walls on the path.

For attack: If AI has attack power greater then x amount of enemy, then attack, else save up or keep searching.

Another way, is if country is close to AI in 2 turns, become part of AI only if neutral. If enemy attack it.

For defense: It should auto produce walls, and generate free infantry only around the capitols.

I would really like to help with this project. I have many ideas. The AI function would be a lot easier if silverlight? supports calculus.
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19.08.2013 - 10:09
I guess it will never be done, due the lot of works required. Maybe something like a ''survival ai mode'' where ai spawn units in all neutrals cities and send it to you could be easier to do...
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13.07.2015 - 22:21
Come add to this if you have any ideas
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13.07.2015 - 22:29
 Htin
* Ai know how to sea wall and travel land and sea by transport
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Hi
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14.07.2015 - 07:20
It's not a bad idea but might take away from people and noobs actually playing the game.
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