Author Topic: JuBot: An Improved AI for 0AD Daedalus  (Read 17198 times)

Jubal

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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #30 on: May 15, 2011, 10:04:53 AM »
Minor fix added which stops the economy shutting down if you have too many troops building up around the CC.
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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #31 on: May 15, 2011, 03:55:27 PM »
Wait, are you uploading all these things for us too? Or are you telling us what to expect for Alpha 5?
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Jubal

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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #32 on: May 15, 2011, 04:13:54 PM »
This is just what to expct for 5, there's so little time now until the new release that it doesn't seem worth re-doing the upload for 4.
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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #33 on: May 15, 2011, 11:02:04 PM »
Interesting :D I had stopped checking the official website daily for a while already
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Jubal

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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #34 on: June 16, 2011, 04:49:04 PM »
Work for A5 has begun, still a lot to do though!

Building algorithms are the name of the game...
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Marcus

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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #35 on: June 16, 2011, 06:24:00 PM »
Alpha 6 you mean?
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Jubal

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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #36 on: June 16, 2011, 09:27:14 PM »
Yeah, typo'd.  :-\
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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #37 on: June 17, 2011, 01:12:43 AM »
What is there left to add? Better pathfinding and maybe another faction?
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Jubal

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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #38 on: June 17, 2011, 04:19:30 PM »
Tons!

Firstly, smarter building. I want to make the AI able to build in locations depending on a range of factors, so towers will go on hills and chokepoints, dropsites will go near resources, etc.

Secondly, I'm going to get the AI using formations, so it can micromanage its battles.

Thirdly, the AI will use its men more effectively so citizen soliders will be economically useful until they are needed for combat.

And muchmuch more.  ;D
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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #39 on: June 17, 2011, 08:54:52 PM »
I kinda meant for the game itself but good to know what your aims are too :P silly me not asking
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Jubal

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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #40 on: June 20, 2011, 06:35:41 PM »
Oh, there's tons more in the design documents. The finished game will look very different in quite a number of ways, not to mention campaigns and scenarios and all.
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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #41 on: June 26, 2011, 05:03:29 PM »
Economy improved by the addition of resource gathering centres!
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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #42 on: June 27, 2011, 12:46:04 AM »
How is the placing of the resource deposits? Do you need testers? :P
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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #43 on: June 27, 2011, 12:47:56 PM »
just tested 0 A.D, and its looking good. Ihavea lot of suggestions, but ill restrict myself to just jubot concerned ones. Firstly, can you make the jubot have a strategy for attacking buildings; rather than just attacking the nearest one blindly, it might aim to destroy defences first, or resource gatheres or unit production - it wpuld be your choice. Also, can you make the JuBot send out scout units, so it knows where the enemy buildings are, so it doesnt stand around gawping when it has destroyed your walls and cant see anything else.
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hazzacanary

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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #44 on: June 27, 2011, 12:48:43 PM »
And I can't help myself - the wall-building mechanic is TERRIBLE!
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