eXcalibur wrote:
the ai cannot be converted to use multiple cores, since the whole game (and therefore the engine) only supports one core. i do not think (yet i do not know a lot about this subject) that it is possible to separate the simulation process of the game and the ai process in order to run them on separate cores.
I doubt that! The only thing you need is an IPC mechanism with the builtin LUA of supcom. So if it's possible to write and read files or to use Sockets or to use WinAPI calls(shared mem), it is possible to use multiple processes! As i understand the engine is made of 500ms time slots. So basically you could use for each additional process, 2 files one for read and one for write, to exchange information. It would'nt matter which language is used to programm the ai. With tcp/sockets you could even process the different ais on different computers.
If it's possible to fork processes, just use one process per ai, like in the following examples:
Please take a look at the chess engines and the xboard protocol which is using pipes just as an example, seperating the AI's from the user interface.
http://www.gnu.org/software/xboard/engine-intf.html
An AI programming battle sim
http://realtimebattle.sourceforge.net/Statistics: Posted by RoLa — 02 Aug 2013, 11:08
]]>