Author Topic: JuBot: An Improved AI for 0AD Daedalus  (Read 29690 times)

debux

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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #45 on: June 27, 2011, 04:51:17 PM »
And I can't help myself - the wall-building mechanic is TERRIBLE!

Yeah, I usually avoid using it and just use towers to somehow bar chokepoints, together with other buildings and a gateway. Hopefully they're still working on it.
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Jubal

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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #46 on: June 27, 2011, 05:02:41 PM »
The wall-building is awful, the building attacks are really based on unit AI not strategic (in other words, not wholly my department) but also definitely need fixing. Generally attacks will be getting more intelligent though. The wall building is still being worked on.
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Jubal

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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #47 on: September 21, 2011, 07:48:01 PM »
So, an updated JuBot with functionality to handle Carthaginians is just being finished off.  :)
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debux

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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #48 on: September 22, 2011, 04:51:28 PM »
Can it handle me playing as the Carthaginians? :D
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Jubal

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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #49 on: September 25, 2011, 10:23:33 PM »
Dynamic economic priority changes implemented. New militia features mean vastly more optimised defences.

Oh, and the game doesn't get stuck trying to make its villagers hunt fish anymore.  :P
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Marcus

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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #50 on: November 15, 2011, 09:55:00 PM »
Any recent updates?
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Jubal

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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #51 on: November 15, 2011, 10:37:02 PM »
Been making a few edits, which will appear in the next Alpha - mostly updating it to deal with territories.
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Jubal

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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #52 on: December 27, 2011, 11:37:46 AM »
Am wondering whether it's worth continuing work on JuBot - qbot, the new AI, is being built by a two-man team both of whom have more free time than me to work on it, so I suspect I may just be unable to keep up in future.  :-\
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debux

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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #53 on: December 31, 2011, 06:09:19 PM »
Have you thought of joining your knowledge with the new AI creators? You might turn up with something really good together, if they haven't built on top of your bot.
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Jubal

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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #54 on: January 06, 2012, 04:57:36 PM »
They didn't seem that interested when I suggested it beforehand. At some point I may return to doing some work on it, or move into either modding or scenario/RMS design.
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debux

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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #55 on: January 07, 2012, 10:20:26 PM »
Did you do it through PM or a thread?

Maybe skinning?
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Jubal

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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #56 on: January 07, 2012, 10:55:34 PM »
There's an IRC channel. And... have you ever seen my skinning attempts? There's a reason CG does pretty much all my skins for RTW.  :P
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Jubal

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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #57 on: April 11, 2012, 09:44:47 AM »
Given JuBot some much needed updates, which will hopefully soon lead to fairly major speed boosts.  :)
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debux

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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #58 on: June 03, 2012, 07:11:29 PM »
I thought that you gave up on working in JuBot, after the team chose a bot composed by dudes with more time to develop it. What made you change decision (or is my memory this bad?)
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Jubal

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Re: JuBot: An Improved AI for 0AD Daedalus
« Reply #59 on: June 04, 2012, 11:02:05 AM »
I'm only updating it occasionally; put bluntly there's not much else useful I can do for 0AD at the moment, though when they release modfoldering capability, watch out.
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