[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
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 »

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 :)
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
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 »

Seems to be some problems with latest version (when playing generic nullbot):

* Not building power modules
* Not building research modules
"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 »

Impossible :o Works for me.
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 »

I'm going to start recording games and upload them to youtube heh.
"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 »

Well, screenshots did just fine so far, but if it's not hard for you, i could benefit from videos as well! (:
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 »

v1.05

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.
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?)
Per
Warzone 2100 Team Member
Warzone 2100 Team Member
Posts: 3780
Joined: 03 Aug 2006, 19:39

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

Post by Per »

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?)
Yes. Or prod me into action on irc.
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 »

I'm on irc since morning but you don't come :oops:
upd: #3306 (:
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 »

Just got totally toasted going up against 2 allied Hard-mode nullbots.
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
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 »

Been a while since I posted a screenie:

ImageClick for large view
"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 »

Oh, did it get stuck again? :roll:
User avatar
effigy
Regular
Regular
Posts: 1217
Joined: 22 Jan 2010, 03:21

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

Post by effigy »

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.
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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 »

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).
effigy 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)?
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 else :o
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 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.
"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 »

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.
I'd rather store the group mass center position, since it's calculated periodically anyway, and i store some info per group anyway.

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.