[3.1+] NullBot: an adaptive skirmish AI

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

Post by aubergine »

NullBot lays siege to an enemy base...

ImageClick for large view
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Re: NullBot: an adaptive skirmish AI for v3.1+

Post by NoQ »

effigy wrote:Oh, btw, the bot was on medium :)
This means that it didn't research rockets early enough, researching flamers simultaneously, but probably this didn't affect the outcome too much. Not sure though.
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Re: NullBot: an adaptive skirmish AI for v3.1+

Post by effigy »

aubergine wrote:NullBot lays siege to an enemy base...

ImageClick for large view
:O quite the variety of units
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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Re: NullBot: an adaptive skirmish AI for v3.1+

Post by NoQ »

Many outdated designs btw. Probably it actually needs to recycle things after all (:
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Re: NullBot: an adaptive skirmish AI for v3.1+

Post by aubergine »

So, what I didn't tell you is that I built a huge wall around MR nullbot base to prevent it's units getting to the enemies, waited for the turtle nullbots to build themselves up, then demolished the walls to let the MR nullbot go play. There was much carnage :)
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Re: NullBot: an adaptive skirmish AI for v3.1+

Post by NoQ »

Note: Turtle AI behaves much better on master builds on maps with well-put gateways. It is even able to defeat the NullBot classic/hard on this map.

Iluvalar: I'd really like to listen to your opinion on some more important issues. For example: How should the AI decide how many labs and how many factories or vtol factories it should use? How should the AI decide how much it focuses on fundamental research vs. weapon branch research? Any ideas?
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Re: NullBot: an adaptive skirmish AI for v3.1+

Post by Arreon »

Perhaps you can add a text command that the player can use at the start of a game, like "ignore player 1". That way I can watch two of the AIs fight each other without worrying about my spectator position on some maps destroyed, especially with games involving VTOLs.
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Re: NullBot: an adaptive skirmish AI for v3.1+

Post by NoQ »

Arreon wrote:a text command
I don't bother with AI chatting so far, because it won't be available in v3.1 JS engine anyway, and also #3199 (i will add chat support to the AI when it is run on master/3.2+ as soon as it starts working, but Per said that it's currently a lot of work to implement chat properly in network games) (hmm, but i think i can listen to messages already :hmm: gonna try).

Probably porting this to 3.1+ instead is a good idea.
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Re: NullBot: an adaptive skirmish AI for v3.1+

Post by aubergine »

Once the full set of chat features are working in the API I'm gonna go to town on rules.js :)

Could labels be a better way to define spectators in 3.1+?
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Re: NullBot: an adaptive skirmish AI for v3.1+

Post by Iluvalar »

NoQ wrote:Note: Turtle AI behaves much better on master builds on maps with well-put gateways. It is even able to defeat the NullBot classic/hard on this map.

Iluvalar: I'd really like to listen to your opinion on some more important issues. For example: How should the AI decide how many labs and how many factories or vtol factories it should use? How should the AI decide how much it focuses on fundamental research vs. weapon branch research? Any ideas?
tank, vtol and cyborgs factory and defence are the same. They are millitary productor and you should treat it as the same entity in term of budget.

You end up with 3 big area of spending : Infrastructure, military, research. I think infrastructure is easily dealt with and i'll ignore it for now. So you have the remaining of your power that can be spent either in millitary or in research.

The main objective is to always have a tiny bit less military power than your opponent. Until you enter some "danger zone" were you absolutely need to react (he reached your base or some critical frontier/oil depot). This way you will always have a bit more budget for research and on long term, you'll gain technological advantage.

For focus : The standard mod have a very bad linear progression. Which mean that you are really encouraged to "square" all possible research instead of focusing on a single element asap.
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Re: NullBot: an adaptive skirmish AI for v3.1+

Post by effigy »

aubergine wrote:So, what I didn't tell you is that I built a huge wall around MR nullbot base to prevent it's units getting to the enemies, waited for the turtle nullbots to build themselves up, then demolished the walls to let the MR nullbot go play. There was much carnage :)
I remember the first time someone did that to me with their AI teammate in a MP match. The horde was quite impressive :shock:
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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Re: NullBot: an adaptive skirmish AI for v3.1+

Post by NoQ »

v0.33.

Changes:
  • Unit production and group size adaptation: don't produce much more units than the enemy has, and pack up the groups until its size is bigger than the biggest enemy unit cluster (not overdoing though ...); only on hard difficulty. Not sure it's worth it, but i think it didn't break too much things. That's not exactly what Iluvalar said (:
  • Some AIs now pick propulsions based on weapon class. For example, MC AI uses halftracks for cannons and tracks for machineguns to keep the group speed more or less synchronized.
  • MR and MC extra personalities now use adaptive research paths.
  • Fix delays in early-game unit production (don't wait until a generator is up when low on power in early T1/no bases game)
  • Fix broken scavengers in challenges included with the extra pack.
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Re: NullBot: an adaptive skirmish AI for v3.1+

Post by NoQ »

v1.0 (:
  • Fix: Don't produce the same truck multiple times (actually paying multiple times, but having only one truck at the end; this bug caused all those hangs without power when no generator was built yet; the AI became harder in early-game)
  • A certain workaround for (and mentioned in) #3161 applied, so no more disappearing production queues! (the bug still remains, but it is much harder to reproduce) (note: the fix mentioned above is known to be unrelated to this).
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Re: NullBot v1.0: an adaptive skirmish AI for Warzone 2100 v

Post by x1400 »

Hi Guy's,
Sorry if this is a dumb question, but I'm new to WZ and loving it! How do I try out Nullbot? This AI sounds pretty cool. I downloaded the files, extracted them to /home/user/.warzone2100-3.1/mods/multiplay/skirmish, but when I start the game I don't see where to choose them as the AI in multiplayer or skirmish, only get Semperfi and Nexus. I tried re-compiling with those folders and files in place with no luck. What am I missing?

I'm using compiled 3.1 beta 4 on Linux Mint 12.

Thanks!
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Re: NullBot v1.0: an adaptive skirmish AI for Warzone 2100 v

Post by aubergine »

@x1400: You don't need to extract the files, you can leave them in the .wz file. Put that .wz file in your mods/autoload folder and they'll get auto-loaded when the game starts.

@NoQ: Congrats on getting the 1.0 release!
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