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WarLight AI: 2/25/2016 09:16:27


Holdway
Level 62
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Will other Ais be playable for everyone on warlight, or just the official one?

The primary goal is to have one really good AI. If we wind up with multiple really good ones, we could potentially allow both to be used, but that's a stretch goal.


One thing that I think would be enjoyable is if there were AI's of different standards playing on some of the ladders. Would be interesting to see what rating your AI could achieve.

If you changed the matching system on the ladders to prioritise matching Humans with Humans, and only match Humans with AI's when they are very closely rated, and perhaps limit it so that Humans only play against an AI at most 1 game out of every 3, then I think it would greatly improve the ladders and certainly make them more accessible for beginners.
WarLight AI: 2/25/2016 09:42:32


Krzysztof 
Level 67
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@Fizzer - thx :)


One thing that I think would be enjoyable is if there were AI's of different standards playing on some of the ladders


+1

With very restricted calculation time it's hard to imagine bot that can match top players(well, i'm not AI expert, but one second for so complex game as warlight sounds very small). I wonder what can creators do if their bots would be allowed to calculate moves for few hours in multiday games.
WarLight AI: 2/25/2016 10:08:18

Алексей
Level 62
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WarLight AI: 2/25/2016 10:58:09

Mike
Level 59
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I agree current AI needs a overhaul because I understand WL used to be mostly WR before, which may explain why AI always attacks neutrals of 2 with 4 in SR... Current AI also has no notion of big bonus or empire, defend it, complete it, break it or leave it free so your teammate can finish it (see ROR for best example).

AI will never be good enough to beat good humans as for example I'm not sure he see how much was deployed by each opponent. He can just not use history function which is very useful. And he can not guess where opponent incomes are.

Btw are AIs for random picks only ? It must be a nightmare to code in manual, especially in team game (but it's more for single team).

Edited 2/25/2016 10:58:36
WarLight AI: 2/25/2016 10:59:35


Latnox 
Level 60
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https://www.warlight.net/MultiPlayer?GameID=10607199 - in this game bot played REALLY bad. I'd like to see log with his bonus evaluation.
WarLight AI: 2/25/2016 11:32:30

Алексей
Level 62
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http://pastebin.com/sbYrNYhE

Sorry, first lines are missing.
WarLight AI: 2/25/2016 11:34:55


ps 
Level 61
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cool that it's open source, need to find some time to look at it
WarLight AI: 2/25/2016 11:52:32


Latnox 
Level 60
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http://pastebin.com/sbYrNYhE

Sorry, first lines are missing.

Pity, I was wondering how high he evaluated +1 bonuses, but they are in missing lines :/

EDIT: Also looking on those 2 games, I can see problem with fixed starting locations (like full distribution or non-random warlords) and no wastelands templates. AI will pick in every game the same places and if undisturbed make the same moves. Current AI although making bad pics, makes it every time different.

Edited 2/25/2016 12:07:11
WarLight AI: 2/25/2016 12:18:33

Алексей
Level 62
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Pity, I was wondering how high he evaluated +1 bonuses, but they are in missing lines :/


Here is the log for the second game
http://pastebin.com/7vr0GYAZ
WarLight AI: 2/25/2016 12:42:26


Latnox 
Level 60
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Here is the log for the second game
http://pastebin.com/7vr0GYAZ


Thanx. As both games have the same evaluation, here's how it looks:

evaluation		territory name		value
				
145		Sereth-Suczawa-Gurahumora	-373,31
				...
100		Triest				-46,28
99		Fiume				-43,52
95		Wien				-28,67
75		Budapest			27,53
				...
1		B?cs-Bodrog			256,52

So he putted them somewhere in the middle. Deffinatly something, that should be corrected. In my opinion starting point should be ["bonus value"/"no. of territories"] variable, and then modified by other factors.

Edited 2/25/2016 12:45:41
WarLight AI: 2/25/2016 16:01:37


Epicular
Level 46
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Fizzer you done good!

You have quite a community of programmers here who want to help make Warlight better and you finally made something open-source to improve a feature for everyone.
WarLight AI: 2/25/2016 18:20:19


Benjamin628 
Level 60
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Personally I like doing weighted randoms

*cries for MoD*

But I am gonna have a look at this, maybe change it's picking style, as I think that is where I should be the strongest.

Edited 2/25/2016 18:21:08
WarLight AI: 2/25/2016 18:23:38

Fizzer 
Level 64

Warzone Creator
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I can see problem with fixed starting locations (like full distribution or non-random warlords)

Certainly -- that bot was written to compete on TheAIGames, so it was never taught to pick in those kinds of situations. It's totally understandable, and expected, that it will fail in many situations.

In my opinion starting point should be ["bonus value"/"no. of territories"] variable, and then modified by other factors.

I believe it currently uses "bonus value" / "number of neutral armies in the bonus", and then modifies that by other factors. This helps it account for wastelands.
WarLight AI: 2/25/2016 18:38:22

An abandoned account
Level 56
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I believe it currently uses "bonus value" / "number of neutral armies in the bonus", and then modifies that by other factors. This helps it account for wastelands.


That's not ideal for when you're using zero neutral armies. Surely "bonus value" / ("number of neutral armies in the bonus"+1) would make more sense.

Edited 2/25/2016 18:41:19
WarLight AI: 2/25/2016 18:51:09


szeweningen 
Level 60
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Ok, so how strong exactly were the AI's that won previous competitions? Were they even close to competing vs humans?
WarLight AI: 2/25/2016 18:56:40


Norman 
Level 58
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I just ran the .exe file. My AI played one turn however then an exception occurred:

(The first german line means that the input string sequence isn't a valid DateTime)
-----
System.FormatException: Die Zeichenfolge wurde nicht als gültiges DateTime erkan nt.
bei System.DateTimeParse.Parse(String s, DateTimeFormatInfo dtfi, DateTimeSty les styles)
bei System.DateTime.Parse(String s)
bei WarLight.AI.Communication.ReadGameTurn(JToken jToken) in D:\Stuff\WarLigh t.AI\Common\Comm\Communication.cs:Zeile 183.
bei WarLight.AI.Communication.ReadLatestInfo(JToken gameInfo) in D:\Stuff\War Light.AI\Common\Comm\Communication.cs:Zeile 46.
bei WarLight.AI.Communication.ReadGameObject(JToken response, GameIDType game ID) in D:\Stuff\WarLight.AI\Common\Comm\Communication.cs:Zeile 84.
bei WarLight.AI.HumanGameAPI.GetGameInfo(GameIDType gameID, Nullable`1 turnNu mber) in D:\Stuff\WarLight.AI\Common\Comm\HumanGameAPI.cs:Zeile 76.
bei WarLight.AI.PlayHuman.PlayLoop(String botName, GameIDType gameID, PlayerI DType playerID) in D:\Stuff\WarLight.AI\Common\PlayHuman.cs:Zeile 69.
bei WarLight.AI.PlayHuman.Create(String botName, String opponent, String game Name) in D:\Stuff\WarLight.AI\Common\PlayHuman.cs:Zeile 32.
bei WarLight.AI.EntryPoint.Go(String[] args) in D:\Stuff\WarLight.AI\Common\E ntryPoint.cs:Zeile 76.
bei WarLight.AI.EntryPoint.Main(String[] args) in D:\Stuff\WarLight.AI\Common \EntryPoint.cs:Zeile 21.
WarLight AI: 2/25/2016 18:57:38


Fleecemaster 
Level 59
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cle, then change the bot to how you would do it ;)

swe, On the specific template they were built for they did pretty well, most people agree that wafflewaltz came at around a 1700. The issue here is we now need to change the code to suit any template, which is a lot more tricky, and also to deal with FFAs, which (assuming we want the AI to play smart) is a lot different.
WarLight AI: 2/25/2016 19:54:11

Алексей
Level 62
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I just ran the .exe file. My AI played one turn however then an exception occurred:


I ran into the same exception. It seems to fail on German, Russian and any other non-US date format. I managed to work around the exception though. Tell the program that the system locale is US English.

$ LANG=C mono WarLight.AI.exe


Edited 2/25/2016 19:56:59
WarLight AI: 2/25/2016 19:59:22


PanagiotisTheGreekFreak
Level 63
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could someone explain me how to make an Al?
WarLight AI: 2/25/2016 20:03:24


Cata Cauda
Level 59
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