[3.1+] NullBot: an adaptive skirmish AI

Did you create a mod, map, music, or a tool? Present them here and earn feedback!
Note: addon requests do not belong here.
Note, everything uploaded to this forum, MUST have a license!
User avatar
Giani
Regular
Regular
Posts: 804
Joined: 23 Aug 2011, 22:42
Location: Argentina

Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+

Post by Giani »

And nullbot uses all the labs he has even if he has -6000 power. :|
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
User avatar
aubergine
Professional
Professional
Posts: 3462
Joined: 10 Oct 2010, 00:58

Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+

Post by aubergine »

@NoQ - you mentioned not understanding my code - does this help explain it a little? https://warzone.atlassian.net/wiki/page ... Id=4817013 (the bit at end explains, hopefully, how the nested function stuff works)
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+

Post by NoQ »

Giani wrote:And nullbot uses all the labs he has even if he has -6000 power. :|
That's not really bad (?) Balancing research and production is very non-trivial (that is, relies on very subtle properties of game situation, i don't think that there are many humans who do that properly, so i have no good example to follow).
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+

Post by NoQ »

Giani wrote:In the map Mero_riverX whit advanced bases nullbot only takes 1 derrick from outside of his base.
Couldn't reproduce :hmm:
You do not have the required permissions to view the files attached to this post.
User avatar
Giani
Regular
Regular
Posts: 804
Joined: 23 Aug 2011, 22:42
Location: Argentina

Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+

Post by Giani »

NoQ wrote:
Giani wrote:In the map Mero_riverX whit advanced bases nullbot only takes 1 derrick from outside of his base.
Couldn't reproduce :hmm:
Did you make teams or used MC nullbot?
MC was in my team and he took only 1 derrick.
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
User avatar
aubergine
Professional
Professional
Posts: 3462
Joined: 10 Oct 2010, 00:58

Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+

Post by aubergine »

NoQ wrote:
Giani wrote:And nullbot uses all the labs he has even if he has -6000 power. :|
That's not really bad (?) Balancing research and production is very non-trivial (that is, relies on very subtle properties of game situation, i don't think that there are many humans who do that properly, so i have no good example to follow).
I totally concur with this! I've been thinking about how to tackle power management for some time and its really quite complex!
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+

Post by NoQ »

Hmm, still can't reproduce. He instantly sends two of the four starting trucks to take two derricks.
User avatar
Giani
Regular
Regular
Posts: 804
Joined: 23 Aug 2011, 22:42
Location: Argentina

Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+

Post by Giani »

aubergine wrote:
NoQ wrote:
Giani wrote:And nullbot uses all the labs he has even if he has -6000 power. :|
That's not really bad (?) Balancing research and production is very non-trivial (that is, relies on very subtle properties of game situation, i don't think that there are many humans who do that properly, so i have no good example to follow).
I totally concur with this! I've been thinking about how to tackle power management for some time and its really quite complex!
If the AI has -2000 power make it focus on improving pgens and stop researching other stuff?
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+

Post by NoQ »

Giani wrote:If the AI has -2000 power make it focus on improving pgens and stop researching other stuff?
It should rather focus on stuff useful for re-taking the derricks.
I repeat, -2000 power is not bad. It's even sort of normal.
User avatar
Giani
Regular
Regular
Posts: 804
Joined: 23 Aug 2011, 22:42
Location: Argentina

Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+

Post by Giani »

NoQ wrote:
Giani wrote:If the AI has -2000 power make it focus on improving pgens and stop researching other stuff?
It should rather focus on stuff useful for re-taking the derricks.
I never said that he should stop making units...
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+

Post by NoQ »

Me neither.
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+

Post by NoQ »

v1.17: a lot of important bugfixes and nothing else, i think. The recent troubles with capturing oils might be fixed.
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+

Post by NoQ »

v1.18.

Changes:
  • Some important changes in regrouping code.
    • I was surprised to see that he managed to survive for more than 9 minutes (!!) against me in Startup challenge :shock:
  • Build a bit more AA, hopefully.
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+

Post by NoQ »

v1.19.

Changes:
  • Slightly increased the group size.
  • Improved anti-traffic-jam mechanism.
  • Use safer build order for generic rushers (just noticed they sometimes get stuck without oil to build their gen ...)
iap
Trained
Trained
Posts: 244
Joined: 26 Sep 2009, 16:08

Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+

Post by iap »

A general question: When you mention the group size, or any other count, are these are coded values you figured out, or general approximation of NullBot's decisions?