Loading...
  OR  Zero-K Name:    Password:   
Title: COOP vs AI (chickens or CAI): All welcome!
Host: CZrankIodine
Game version: Zero-K v1.3.8.14
Engine version: 100.0
Battle ID: 373553
Started: 9 years ago
Duration: 47 minutes
Players: 5
Bots: True
Mission: False
Rating: None
Watch Replay Now
Manual download

Spectators
UAranklamer

Show winners



Preview
Filter:    Player:  
Page of 2 (40 records)
sort
It is nice when people don't know what to expect from AI.
Also, Circuit 0.7 - it's multithreaded!
+5 / -0


9 years ago
Wait did your robot just kill all those people
+2 / -0


9 years ago
I cant watch this until I get home - what does it do?
+0 / -0

9 years ago
Sorry, watching this I wasnt sure which side were bots.
+0 / -0
9 years ago
quote:
Wait did your robot just kill all those people
According to the displayed info he spectated them to death.
+0 / -0
quote:
what does it do

I'm not sure what the current version does. Previous version did rather mediocre combat management (zkgbai style endless fight move spam, no attempts to maneuver etc) but decent economy and really decent gridding followed by singu and bertha.

Without watching, i'd assume there would be at least some CAI on the AI side, since i don't think Circuit can handle counters, tactics, etc right now - but its economy and superweapon abilities would significantly strenghten a CAI team.
+1 / -0


9 years ago
quote:
Sorry, watching this I wasnt sure which side were bots.

Turing test: passed!
+2 / -0


9 years ago
Pumped to try this out when I get back

What other AIs are available in a ready to use (no compiling needed) format?
+0 / -0


9 years ago
quote:
What other AIs are available in a ready to use (no compiling needed) format?

Most java ai's come with a jarfile, but i don't think this one does have a build available. In fact 0.7 as advertised here is not even tagged on github.
+0 / -0


9 years ago
Objection, you quoted my question but didn't answer it!
+0 / -0


9 years ago
Looks good. Bot_1 was clearly CAI but what were the rest?
+0 / -0


9 years ago
Actually, AI_1 looks a lot like CAI too.
+0 / -0
9 years ago
Why would you write a bot in java? Wouldn't horrible performance make it a bad language for a game component?
+0 / -0
quote:
Wouldn't horrible performance make it a bad language for a game component?

I wonder what would be your thoughts about bots written in Lua with little to none native support and run simultaneously and redundantly on the machines in a network game.

(and same about game components)

To answer the question: java being "badly performant" is largely a myth; it's nicer to write in than C++; and you can distribute the artifacts without caring for which OS/arch.
+0 / -0


9 years ago
Does that mean someone else can take over AI support? CAI has annoying limitations and the code is too bad for me to want to work on it.
+0 / -0
Eh, limitations in an AI don't matter as much if the design goal is simply to make an opponent suitable for a beginner.

It would be better to have a variety of working AIs, including CAI, and then rename the AIs to match their functions.

eg. Raider, Rusher, Turtle, Expander.

Is it much work to keep CAI functioning between versions?
+0 / -0
quote:
Sorry, watching this I wasnt sure which side were bots.

It is easy to tell.
Humans are those with idle factories and no expansion...
+1 / -0
To clear up the situation:
* AI_1 + Bot_1 are CAIs. AI_0 + AI_2 - Circuits, dev version.
* 0.7 yet doesn't exist.
* CAI as a lua synced gadget has unmatched benefit: when ai hoster quits it won't die. With 99.0 engine native ais seems to be alive on hoster's reconnect, but it's bugged (like processing all events from begginig of the battle). Also i'm not sure, are commands from CAI travel into network or traffic is free of them?

At current stage Circuit still has much benefit from CAI's presence:
* radars (threatmap uses info from them and Circuit is too lazy to build own radars)
* better defence, as Circuit won't change targeted position until unit idles.
* other factories, etc.

Current military behaviour is like: fight closest seen enemy unit weaker than attacker, sending units one by one; scout random position if no weaker enemy registered.

Frankly i believe the reason people failed is that they expected yet another CAI (suicide groups of units at DDMs), thus no scouts, little help to weak points, usual playstyle. AI still sucks, should lose to rush. It was just lucky this time. This replay is only a marketing move :) Multithreading rules! Although only insignificant part actually threaded.

Features like threatmaps (implemented yet not tweaked), pathfinding (threat avoiding), less builder suicide are planned for 0.7 version.
+3 / -0


9 years ago
quote:
pathfinding (threat avoiding)

Empirically this is the one feature AI needs to know to defeat all others. Well, it has to know how to spam glaive, etc.

quote:
This replay is only a marketing move :) Multithreading rules

Say that word once again, and you-know-who comes into the thread!!!
+3 / -0
9 years ago
MULTITHREADING!

quote:
it has to know how to spam glaive

Purely hypothetically, how would you go about making a bot?
+0 / -0
Page of 2 (40 records)