Cobra skirmish AI

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Cobra skirmish AI

Postby Berserk Cyborg » 08 Jan 2017, 23:59

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Cobra.wz
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I would like to introduce a modified Semperfi-js AI skirmish bot I have been working on. I made this bot with team battles in mind, but it should do fine without an ally as well.
-I do use a custom NullBot standard file since it has a bunch of useful data about research and weapons.

--Chat commands--
It will give allies helpful text throughout the course of the skirmish. These include:
--What player it is attacking.
--Which player has been the most harmful towards the bot.
--Various calls for help like wanting a unit or needing power.
--Beacons.

Current list of commands:
“need power” → request power.
“need truck” → request a truck
“need tank” → request a ground vehicle unit.
“need cyborg” → request a cyborg unit.
“need vtol” → request a vtol unit.
“attackX” → X is a player number you want to attack.

--Personalities--
There is only a cannon and flamer variant available. They both use a primary weapon line and an artillery weapon line.

As of now this is only a basic bot. It is still a work in progress and I have to make some more adjustments later and cleanup the code some more. Post any suggestions or bugs you may find.

--Todo list--
Better truck management/economic decisions/research decisions.
Defense building (anti air).
Laser satellite support.

Edit: Fixed some bugs and reduced the frequency of messages teamed Cobra AI send to each other
Last edited by Berserk Cyborg on 10 Jan 2017, 02:08, edited 1 time in total.
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Re: Cobra skirmish AI

Postby Prot » 09 Jan 2017, 11:14

Excellent, the more bots, the more interesting!
Today will definitely test it.
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Re: Cobra skirmish AI

Postby montetank » 10 Jan 2017, 15:13

Berserk Cyborg wrote:Image
Cobra.wz
I would like to introduce a modified Semperfi-js AI skirmish bot I have been working on. I made this bot with team battles in mind, but it should do fine without an ally as well.


Nice. Its good, that somebody works on the AI. So NoQ is not alone.
Here is my Question: Is it possible, that the bots detect the oil barrels and oil derricks, which are covered/surrounded by treas?
The reason i ask: We know, that over 90% of the players are playing alone the skirmish maps against the bots. When i try to create maps, i often want to place oil barrels which are hidden by treas or walls (So-the player has to produce a combat unit at first before the oil could be arrived). But thats unfair. The Al cant detect the hidden oil and so it is a big advantage for the player. The AI should handle the treas like enemys, to get the oil.

Sorry for my bad english. I am sure, you understand, what i want to ask. I will test your bots now.
In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.
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Re: Cobra skirmish AI

Postby Berserk Cyborg » 10 Jan 2017, 23:50

montetank wrote:Here is my Question: Is it possible, that the bots detect the oil barrels and oil derricks, which are covered/surrounded by treas?

Yes. Most bots will just count some feature on a map on a set timer so to speak. NullBot can seek out oil drums/artifacts on its own, but I do not know if it will destroy structures blocking important items.

I can add some code to Cobra that makes some units target buildings/walls/trees around oil drums and resources.
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Re: Cobra skirmish AI

Postby Per » 11 Jan 2017, 00:12

The micro-AI (in the C++ code) will shoot at features blocking a droid's path after being stuck for a bit, so you can order them to ignore such obstacles, and that should take care of it.
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Re: Cobra skirmish AI

Postby montetank » 11 Jan 2017, 02:21

My experience: For example in this screenshot. The AI will never send a tank to destroy the treas or other objects to arrive the oil derrick (or barrels, which were placed there by map makers). Thats my experience. I tested this many times.
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In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.
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