[3.1+] NullBot: an adaptive skirmish AI
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aubergine
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Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+
Well, you have to remember also that once the AI does manage to break down the walls, it will have lots of old units inside. Which might sound like a bad thing until you realise it reached it's build limit and had nothing to spend power on other than lots of research
So after losing it's ancient units, it comes out with some pretty badass stuff 
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aubergine
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Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+
Seems to be some problems with latest version (when playing generic nullbot):
* Not building power modules
* Not building research modules
* Not building power modules
* Not building research modules
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NoQ
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Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+
Impossible
Works for me.
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aubergine
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Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+
I'm going to start recording games and upload them to youtube heh.
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NoQ
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Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+
Well, screenshots did just fine so far, but if it's not hard for you, i could benefit from videos as well! (:
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NoQ
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Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+
v1.05
Changes:
Changes:
- Hopefully fixed the problem of adding tanks to other player's groups. I ended up doing it the easy way, removing the code responsible for decreasing the number of groups; it didn't affect the gameplay seriously enough anyway.
- Reduced slowdowns in games with many players: i finally moved the timers apart, so that they didn't get called simultaneously.
- Improved early research path for generic AI branches.
- Now puts a certain percentage of units to defense group.
- Some more typo fixing in defense group code, also now regularly brings defense group back to base.
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Per
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Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+
Yes. Or prod me into action on irc.NoQ wrote:It also sounds as if NullBot was added to the official git (: I'd seriously recommend to pull v1.05 up there as well, since it has some important bugfixes (how should i tell this sort of things? make a ticket?)
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NoQ
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aubergine
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Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+
Just got totally toasted going up against 2 allied Hard-mode nullbots.
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aubergine
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Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
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NoQ
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Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+
Oh, did it get stuck again? 
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effigy
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Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+
I'm not sure how I'm doing this, but I've been able to hosting Nullbot 1.01, and have been using him to fill slots (because of the challenge mode map)? He's surprising a lot of people
myself included.
On Emgergence the rocket persona came from 2 bases over to kill me.... I guess he could sense I was weak ( I was late with units, being dumb)?
In a different game (i think it was flamer persona) got stuck right outside his base.
On Emgergence the rocket persona came from 2 bases over to kill me.... I guess he could sense I was weak ( I was late with units, being dumb)?
In a different game (i think it was flamer persona) got stuck right outside his base.
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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NoQ
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Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+
I think i have some anti-stuck plans, like doing random movements when a group doesn't seem to move for a while (but is supposed to be).
The challenge map, "Anchor", includes NullBot v0.11 and was never updated, and isn't supposed to appear in the AI list in the first place. Probably you have it from somewhere elseeffigy wrote:I'm not sure how I'm doing this, but I've been able to hosting Nullbot 1.01, and have been using him to fill slots (because of the challenge mode map)?
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aubergine
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Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+
@NoQ Yes, it got stuck, but that didn't matter too much because it created such a huge wedge of units in that valley that nothing could get past it for a good long time, and due to the number of versatile weapons it had VTOLs weren't able to bomb it without taking massive casualties themselves.
One solution to it getting stuck might be to store position of a droid and then if 60 seconds later it's not moved more than 2 tiles send it and all other droids (not just attackers) within a 10 tile radius to attack the nearest enemy structure.
One solution to it getting stuck might be to store position of a droid and then if 60 seconds later it's not moved more than 2 tiles send it and all other droids (not just attackers) within a 10 tile radius to attack the nearest enemy structure.
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
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NoQ
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Re: NullBot: an adaptive skirmish AI for Warzone 2100 v3.1+
I'd rather store the group mass center position, since it's calculated periodically anyway, and i store some info per group anyway.aubergine wrote:One solution to it getting stuck might be to store position of a droid and then if 60 seconds later it's not moved more than 2 tiles send it and all other droids (not just attackers) within a 10 tile radius to attack the nearest enemy structure.
P.S. Another idea is to implement some formation movement, like the simple idea of trying to keep units in a line purpendicular to the attack vector; might be a nice easy tweak as well.
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