View unanswered posts | View active topics It is currently 27 Nov 2024, 01:25



Reply to topic  [ 6 posts ] 
 BOTF AI 
Author Message
Ship Engineer
Ship Engineer
User avatar

Joined: 10 Jul 2006, 01:00
Posts: 5130
Location: Space is disease and danger, wrapped in darkness and silence!
They are not compatible but that is a nice thought. :borg: :borg:

_________________
Image


13 Dec 2008, 02:30
Profile
Crewman
User avatar

Joined: 10 Oct 2008, 03:32
Posts: 15
I don't think the natural BOTF AI would work, anyway - I've found it's really bad (playing mods that are more tactical (Ultimate Dominion War and UnCivil War), the AI is downright dumb. It doesn't show so badly in the natural BOTF game, because you're so constrained by resources. Anyway, using that AI would mean that the player always wins...


12 Mar 2009, 23:15
Profile
Evil Romulan Overlord of Evil - Now 100% Faster!
Evil Romulan Overlord of Evil - Now 100% Faster!
User avatar

Joined: 02 Dec 2004, 01:00
Posts: 7392
Location: Returned to the previous place.
Don't worry Brisub, Mike plans to make his own AI from scratch, so it'll be a lot more intelligent than the one BOTF had - and, with any luck, much more of a challenge. We're looking at a year minimum before Mike has a working version of the AI though, so we've just got to be patient for the time being.

_________________
"Anyone without a sense of humour is truly at the mercy of the rest of us."

Image
Image


12 Mar 2009, 23:59
Profile WWW
Lieutenant
Lieutenant
User avatar

Joined: 31 May 2006, 01:00
Posts: 451
I've actually thought about creating a basic AI that, more or less, just did random thing to at least give some interaction with players while testing. I'm not sure if Mike is inclined to do this and I'm still teaching myself WPF (the C# technology Supremacy is using), so I've never suggested it before.

_________________
-Azh


13 Mar 2009, 02:08
Profile
Ship Engineer
Ship Engineer
User avatar

Joined: 10 Jul 2006, 01:00
Posts: 5130
Location: Space is disease and danger, wrapped in darkness and silence!
You might want to talk to Mike. We are looking at some ways to use WPF / Silverlight in development of diplomacy, espionage, AI and the rest.

:borg:

_________________
Image


13 Mar 2009, 03:57
Profile
Fleet Admiral
Fleet Admiral
User avatar

Joined: 13 Nov 2006, 01:00
Posts: 2111
Location: Germany
I suggested a similar thing to SirP right before the (then still AI-less) Alpha2 release. I told him to put up a large fleet at the homesystems of the AI player that you'd need to conquer to win the game ;). You could expand this idea by creating a map where the AI players are all set and get automatic upgrades and ship type updates (ship class changes automatically when mean tech reaches minimum requirement for a better ship class of that type (type=destroyer, battleship, etc.) with the mean tech being developed by the human players in-game. You could potentially make everything depending on mean tech, number of fleets magically popping up at the given star systems which should be a fixed number that can only be reduced by human player invasions, intel points etc.. Then you could either set all those fleets uniformly distributed over your star systems or implement a simple random walk algorithm with the option to stay over an enemy system and either colonize if a colony ship was by chance in the fleet or bombard or invade if it's an enemy system. To make things diplomatically easier, just have the Klingons, Dominion and Cardassians have war instantly with every major empire they meet, Romulans remain always neutral and Federation tries once to get a friendship treaty and after 20-50 turns an affiliation with every empire they meet, the Ferengi just offer trade contact once in a while.

I don't if that's fun either to play or worth the time to code but it seems quick and dirty. On the other hand I can see people getting confused about this and not see that it's just a placeholder "AI" and thus condemning the game for a (intended) stupid AI ;) so it might backfire. On the plus side, you don't have to maintain the AI as long as the very basic classes and functions it uses aren't changed. Nevertheless, it's always better to code the AI properly right from the start. SirP and CBot did it in roughly 3 months. You can view the code on codeplex.


13 Mar 2009, 08:00
Profile WWW
Display posts from previous:  Sort by  
Reply to topic   [ 6 posts ] 

Who is online

Users browsing this forum: No registered users and 8 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group
Designed by STSoftware.