Dilli AI

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Dilli AI

Postby Softly » 20 Mar 2018, 00:56

Started work this last week on an AI, latest update here: https://youtu.be/5cvMeThB20c

Looking to build a 1v1 beast initially, and am currently developing with Open Palms in mind.

Happy to take suggestions / feedback in this thread :)
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Re: Dilli AI

Postby Farmsletje » 20 Mar 2018, 01:07

such a hideous base xD

Is it not possible to make him use his acu?

If you really want to make a good ai and not one that just spams mantis you should atleast let it eco and tech a bit. Also since mostly noobs play vs the ai you should take turtling into account.

i dont really know anything about coding, but can you make the ai react to things he sees? Like t2 pd spotted > get t2 hq and some mml's.
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Re: Dilli AI

Postby Uveso » 20 Mar 2018, 01:56

Farmsletje wrote:Is it not possible to make him use his acu?

Yes it is possible. (disabled for the test i guess)

Farmsletje wrote:Also since mostly noobs play vs the ai you should take turtling into account.

No need for it, there is already "another" AI that is specialized to overrun turtleplayers.

Farmsletje wrote:can you make the ai react to things he sees? Like t2 pd spotted > get t2 hq and some mml's.

Yes, normal and sorian AI are already using such functions for antinuke, tmd etc.
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Re: Dilli AI

Postby Farmsletje » 20 Mar 2018, 12:56

Uveso wrote:
Farmsletje wrote:Also since mostly noobs play vs the ai you should take turtling into account.

No need for it, there is already "another" AI that is specialized to overrun turtleplayers.

There is a big difference between overrunning some noobs and winning versus better players.
And if you truly want a good ai you shouldnt make a specialized ai but an adaptive one.
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Re: Dilli AI

Postby Softly » 21 Mar 2018, 02:25

New AI video live: https://youtu.be/cabnKFGbOZY

Thanks to Uveso as well it may be possible to release this as a SIM mod so other people can have a go soon...
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Re: Dilli AI

Postby tatsu » 21 Mar 2018, 09:00

that's pretty incredible actually. It does seem to move it's unit mass according to enemy's unit mass position, how did you do that?

and it follows pro BO's and Critical mass timings. Is it map dependent?
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Re: Dilli AI

Postby ZLO_RD » 21 Mar 2018, 10:47

it looks like units are following path from one mex to another. also ACU tryeds to assist engineers but gets interrupteed very often and mostly walking around
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Re: Dilli AI

Postby nine2 » 21 Mar 2018, 11:16

looks great
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Re: Dilli AI

Postby Softly » 21 Mar 2018, 15:00

tatsu wrote:...
So the groups of units follow some in-built behaviour from the standard AI code, I've not touched that yet but it is something I think needs much improvement :)

As for the BO, its a fixed BO for the ACU up to the second factory, after which it makes up its own mind on how many engineers to make mexes, pgens, etc. The AI only goes up to t2 land and t1 air (no navy), so is currently limited to just a few maps on which those are good strats. I've been testing on Open Palms, Blasted Rock, Ambush Pass though and it easily beats Sorian AI Rush on all of these.

The ACU behaviour is a bit odd since it is being controlled from two places right now which have different ideas on what it should be doing, (i.e. walking around or assisting).
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Re: Dilli AI

Postby Softly » 26 Mar 2018, 00:48

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