TenguAI - map analysing, neural network using AI

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wanjia1
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Trained
Posts: 59
Joined: 01 Nov 2023, 06:05

Re: TenguAI - map analysing, neural network using AI

Post by wanjia1 »

Bugfixes for version 4.5.5:
- Fix argument format for new playerPower,componentAvailable API
- Replace missing "Incenediary" Id to "Incendiary"
- Fix mistyped vars ("turrents" to "turrets", "base" to "bases", ...)

Known bugs:
- The gameTime input become extremely large after seconds of start, saturate the neural network, cause AI always prefer to turtle
- Always build Command Centre first in no base, cause production and research delays by 15~30 seconds
- Build structures far from base in Sk-Rush, trucks will cost 50% or more time on travel

Profile:
Skill between NullBot and Nexus (test on Sk-Rush, 4.5.5)

It defines a 3-layer Feedforward Neural Network in mainCore.js:
463 parameters total
layer_type out_depth
input 5
fc 40
relu 40
fc 5
relu 5
fc 3
softmax 3

Input is tech advantage, unit advantage, economy advantage, defense advantage, gameTime
(advantage: ratio of something of self's and enemy's)
Output is score of 3 plans
(plans: 'prod'(build droid), 'tech'(research), 'turtle'(build defense))

If there is no unit or structure to execute the plan, a second best plan will be choosed
The result plan will be done more often
Attachments
TenguAI.zip
(68.51 KiB) Downloaded 14 times
themac
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Posts: 415
Joined: 17 Jul 2009, 19:14
Location: Germany

Re: TenguAI - map analysing, neural network using AI

Post by themac »

Please remind me where to put the multiplay folder. :)
wanjia1
Trained
Trained
Posts: 59
Joined: 01 Nov 2023, 06:05

Re: TenguAI - map analysing, neural network using AI

Post by wanjia1 »

No need to extract, the game load mod from zip file:

Open game -> Options -> Open Config Directory (left bottom, very small yellow text)
put the zip file in mods/4.5.5/autoload/
themac
Trained
Trained
Posts: 415
Joined: 17 Jul 2009, 19:14
Location: Germany

Re: TenguAI - map analysing, neural network using AI

Post by themac »

Thank you. :)
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