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An assistant AI for the ZK newbie

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Date Editor Before After
5/29/2014 5:49:20 AMGBrankKyubey before revert after revert
5/29/2014 5:49:05 AMGBrankKyubey before revert after revert
Before After
1 i have been wondering this for a while, wouldn't it be more appropriate and beneficial to make a simple graphical assistant AI for noobs, instead of trying to force them to run the tutorials? ( basically an expert system) 1 i have been wondering this for a while, wouldn't it be more appropriate and beneficial to make a simple graphical assistant AI for noobs, instead of trying to force them to run the tutorials?
2 (basically an expert system)
2 \n 3 \n
3 considering the Sci-Fi feel of the game it does not even need to use words, generating ghosted structure outlines or highlighted paths with predicted win% between your and enemy groups of units would fit very well if it is not excessive, and made in an unobtrusive fasion. 4 considering the Sci-Fi feel of the game it does not even need to use words, generating ghosted structure outlines or highlighted paths with predicted win% between your and enemy groups of units would fit very well if it is not excessive, and made in an unobtrusive fasion.
4 \n 5 \n
5 \n 6 \n
6 ei: 7 ei:
7 when com/con selected : mark out optimal/sugested action like: 8 when com/con selected : mark out optimal/sugested action like:
8 [quote] 9 [quote]
9 if(mex.IsUncaped && range(constructor, mex)) { 10 if(mex.IsUncaped && range(constructor, mex)) {
10 highlight(constructor); 11 highlight(constructor);
11 marker("build mex");} 12 marker("build mex");}
12 \n 13 \n
13 else if(Energy.income < Metal.income) { 14 else if(Energy.income < Metal.income) {
14 highlight(constructor); 15 highlight(constructor);
15 marker("build solar", sugested placment);} 16 marker("build solar", sugested placment);}
16 \n 17 \n
17 else { 18 else {
18 if(range(reclaimables, constructor)) { 19 if(range(reclaimables, constructor)) {
19 highlight(reclaimables);} 20 highlight(reclaimables);}
20 \n 21 \n
21 if(GetToFront < 1000elmos) { 22 if(GetToFront < 1000elmos) {
22 marker(SugestedPorc(GetFront));} 23 marker(SugestedPorc(GetFront));}
23 } 24 }
24 [/quote] 25 [/quote]
25 \n 26 \n
26 \n 27 \n
27 if a unit group is selected : 28 if a unit group is selected :
28 [quote] 29 [quote]
29 Weight = GetTotalWeight(UnitGroup); 30 Weight = GetTotalWeight(UnitGroup);
30 MapEnemy = MapKnownEnemyWeight(2000elmos, 400elmo blocks, UnitGroup.GetLocation); 31 MapEnemy = MapKnownEnemyWeight(2000elmos, 400elmo blocks, UnitGroup.GetLocation);
31 if(AttackSucsess(weight, MapEnemy)>50) { 32 if(AttackSucsess(weight, MapEnemy)>50) {
32 DrawSugestedPath(weight, MapEnemy, MapTerain(UnitGroup.GetLocation));} 33 DrawSugestedPath(weight, MapEnemy, MapTerain(UnitGroup.GetLocation));}
33 else { 34 else {
34 marker("there is little chance of launching a sucsessful attack at this moment);} 35 marker("there is little chance of launching a sucsessful attack at this moment);}
35 [/quote] 36 [/quote]
36 \n 37 \n
37 it does not have to be optimal, but an ingame tutorial/assistant that can lead newbies to doing beneficial actions in "real" situations, rather then the contrived artificial environments of tutorials would be far more beneficial to them. 38 it does not have to be optimal, but an ingame tutorial/assistant that can lead newbies to doing beneficial actions in "real" situations, rather then the contrived artificial environments of tutorials would be far more beneficial to them.
38 \n 39 \n
39 it would also give the game that little bit extra that is gameplay integrated tutorial systems 40 it would also give the game that little bit extra that is gameplay integrated tutorial systems
40 \n 41 \n
41 admittedly you would need to write a few simple functions to get the information for this assistant AI, but even giving a newbie the most rudimentary sugested actions 42 admittedly you would need to write a few simple functions to get the information for this assistant AI, but even giving a newbie the most rudimentary sugested actions
42 \n 43 \n