The AI.
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cue
- Trained

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The AI.
I just tried the new beta 7 and LOVE IT! Every new feature is just fantastic!
My thanks to all you developers!
As I only play the game in co-op with my friends against the computer are there any plans to import DyDo into the new version?
Nexus is bad and Semperfi doesn't really fight back?
My thanks to all you developers!
As I only play the game in co-op with my friends against the computer are there any plans to import DyDo into the new version?
Nexus is bad and Semperfi doesn't really fight back?
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cue
- Trained

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Re: The AI.
Can someone please move this post to the scripting forum. Thank you.
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Rman Virgil
- Professional

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Re: The AI.
cue wrote:I just tried the new beta 7 and LOVE IT! Every new feature is just fantastic!
My thanks to all you developers!
As I only play the game in co-op with my friends against the computer are there any plans to import DyDo into the new version?
Nexus is bad and Semperfi doesn't really fight back?
Have you tried NullBot ? : viewtopic.php?f=10&t=8826
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NoQ
- Special

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Re: The AI.
It was removed because getting it to work on X-player maps, X>8, is extremely hard (the number 8 is hardcoded in a lot of places in 20000 lines of code ... tried that and failed ... and unfortunately the author is not with us right now).cue wrote:are there any plans to import DyDo into the new version?
On the other hand, our new toy - the nullbot - is already in the master.
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
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cue
- Trained

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Re: The AI.
We tried NullBot. It was a was very similar to our old friend DyDo.
Will you continue to develop NullBot or will EggPlant be the new thing?
The master looks good (I think), does that mean that NullBot will be in beta 8?
We are very happy with the game and AI, it has a new life!
Will you continue to develop NullBot or will EggPlant be the new thing?
The master looks good (I think), does that mean that NullBot will be in beta 8?
We are very happy with the game and AI, it has a new life!
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Emdek
- Regular

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- Location: Poland
Re: The AI.
Those are separate attempts by different coders.cue wrote:Will you continue to develop NullBot or will EggPlant be the new thing?
Master != 3.1 branch, so no.cue wrote:The master looks good (I think), does that mean that NullBot will be in beta 8?
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
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NoQ
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Re: The AI.
In fact, Per was asking me how much v3.2+only functions nullbot is relying on, which means that including it into the 3.1 was somehow considered at some moment (not sure about the conclusion).Master != 3.1 branch, so no.
aubergine is the one who knows the future of EggPlant, but i will ultimately give up on NullBot and join the EggPlant project if the latter reaches some stage when my help could be useful; simply because it is supposed to be more clearly coded.Will you continue to develop NullBot or will EggPlant be the new thing?
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
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iap
- Trained

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Re: The AI.
The more AIs there are, the more fun it is, isn't it?
Maybe there would be a master AI that secretly choose a random AI implementation without telling the player. This way, players will not be able to predict it's move?
I mean, for the future the game will probably have: Nexus, 4 variations of NullBot and EggPlant (Witch itself will be very versatile). This would almost be like playing against a human you don't know his tactics.
Maybe there would be a master AI that secretly choose a random AI implementation without telling the player. This way, players will not be able to predict it's move?
I mean, for the future the game will probably have: Nexus, 4 variations of NullBot and EggPlant (Witch itself will be very versatile). This would almost be like playing against a human you don't know his tactics.
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NoQ
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Re: The AI.
The generic NullBot (included in master) already picks one of 5 variations randomly.4 variations of NullBot
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iap
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Re: The AI.
Well then, combine it with the others, and then you have a full range of variation, witch will make the game experience be less mechanic, in the sense that players that play against AI (such as myself) will not be able to predict or even remember what is the bot's strategy, like what happens now.
Look, I'm not a good player myself, and even I knows what the AI will do just because... well it's extremely predictable.
(By the way, I've downloaded your NullBot but I can't figure out how to make it work.)
Look, I'm not a good player myself, and even I knows what the AI will do just because... well it's extremely predictable.
(By the way, I've downloaded your NullBot but I can't figure out how to make it work.)
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NoQ
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Re: The AI.
Note: Nexus is a cheating AI. Mixing cheating AIs with non-cheating AIs doesn't make much sense.
Load it as a multiplayer mod, like you load any other mod, as explained in the FAQ. Alternatively, just throw it to the map folder (works well with AI mods, but not with scavenger AIs, nor with any other sort of mods) (it is all explained in the first message).I can't figure out how to make it work.
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
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iap
- Trained

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Re: The AI.
Oh, yeah! I got it!
I did select the generic NullBot, So I don't know what was my opponent. But to tell you the truth, I actually stayed long after it was obvious I'm toast just because It looked epic. Never happened with Nexus
I did select the generic NullBot, So I don't know what was my opponent. But to tell you the truth, I actually stayed long after it was obvious I'm toast just because It looked epic. Never happened with Nexus