| 01-19-2007, 07:16 AM | #1 |
Just testing the waters... I stopped developing my A.I around the time AMAI 1.7R2 was released. I just started taking a look at it again and adding some stuff as well as optimizing for current patches right now. It is still unstable (stuck not expanding/expending money fast enough for instance, btw on what condition do TownHasMine and TownHasHall return true?) and doesn't have as many features as AMAI, but having so many features is not my goal. Beating human players on normal is my goal (which is in some way impossible because of the limitations of hardcoded part of the A.I)I posted it here because there's no other community that talks about skirmish A.I |
| 01-19-2007, 12:07 PM | #2 |
@Zycat: Hi there. Yeah its pretty much a small community ai devlopment in warcraft. Correct there is some major limitations of using the hardcoded ai native functions. Thats why we made alot of our own versions of such functions so we have total control of whats happening with the ai. I have always assumed TownHasHall returns true once hall has finished construction, but i never tested to confirm such. Also it depends on what the hardcoded ai classifies as a town which i find has always been a bit of a dodgy system. |
| 01-20-2007, 06:51 AM | #3 |
I resorted to using TownCountEx function for now, replacing these two standard functions. Well probably the hardest thing to figure out for me is how to replace the standard TownThreatened() function. I mean, every peasant automatically converts to Militia and every peon goes to the burrows everytime this is triggered, which can be disadvantageous to the A.I. But it seems that no one is really noticing the expanded A.I scripts such as yours... :/ No matter, it's my hobby so I'll do it. |
| 01-22-2007, 06:42 AM | #4 |
Hey what program do you use to optimize your .ai files? I tried Wc3 Map optimizer but it only removes spaces and comments from .ai files. Also, JASSParse is unavailable for download :/ |
| 01-22-2007, 11:28 AM | #5 |
We use a custom made optimizer which Aiandy made. Its a perl file in the developer edition called optimize.pl. If you modify optimize.bat you should be able to get it to work for your files. And you of course will require perl installed to use that. Wc3 map optimizer can do more than just remove comments and space. Tick the shortest names possible with possibly recursive cleaning. This works for me :) |
| 01-22-2007, 05:06 PM | #6 |
Eh, the optimize.pl fails when optimizing standard Blizzard's common.ai. This : constant integer PIT_FIEND = 'ucry' constant integer CRYPT_FIEND = PIT_FIEND It fails to recognize that CRYPT_FIEND = PIT_FIEND = 'ucry' when you use CRYPT_FIEND. Works fine with PIT_FIEND. Also works fine if I change the CRYPT_FIEND to 'ucry' |
| 01-23-2007, 11:33 PM | #7 |
Hey can I borrow some functions from AMAI? I think I used some before but I forgot which one (think it's the text message stuff and buy neutral stuff from 17R2, although I never really used the text stuff) so I'll ask just in case. |
| 01-24-2007, 03:28 AM | #8 |
Ask then take, he will probilby let you i think. -Av3n |
| 01-24-2007, 04:35 AM | #9 | |
Quote:
It's been over a year (almost two years?) since I abandoned my project. I don't know if I can remember the stuff that I took, but it is not that many, mainly the utility functions, with some of them heavily modified to the point that it doesn't resemble the original at all and some fixed from memory leaks (Yes AMAI 1.7R2 does have memory leaks). Furthermore, I think the current AMAI is vastly different from what I have (1.7r2) And I think Strategy Master is lonely up there with the only A.I mod available right now :P But I don't think that Strategy Master was on the team that time, though :/ |
| 01-24-2007, 04:36 AM | #10 |
Y fon't ya team up with him eh? -Av3n |
| 01-24-2007, 11:42 AM | #11 |
@Zycat: Yeah feel free to use amai functions if u need. But it be nice if you can credit usage of AMAI in ur ai if you release publicly. Oh it so is a lonly buisness... everyone is instead making maps or hacking the world editor which is probrably so much more interesting to them :D |
| 01-24-2007, 04:03 PM | #12 | ||
Quote:
I do credit everyone that helped me. "Give credit where credit is due" And if I do release it, you're welcome to use mine also. Quote:
Couple of reasons... commitment is one of them. I'm on my last semester so things are going to get pretty hectic soon. Plus, I think we have different goals to reach. My goal is to beat real human players on normal difficulty without additional cheating (ok, it maphacks, but so does the standard A.I)... and so, I don't currently bother with strategies and features that aren't helpful to reach the goal. I've been collecting and watching gosu replays lately... and trying to implement them (some in vain). |
