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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Superior AI

Submitted by Starscream on Thu, 2006-11-02 17:49. SE:V MODs

Hello all. A little background on me. I saw some guy playing space empires IV a year back and then tried it at my local internet cafe and loved it. However, I was noticing the AI lacked a bit. I began to play part V but already I've been hearing about the AI lacking some. I've got some basic software programming know-how, but a real interest in submerging myself into the world of C++ or what ever program language I need to learn to be able to minipulate the AI in Space empires V with proficiency.

I'm at the first step, a will to learn.
I need guidence now....

Cheers
Starscream

‹ Modding Questions Differences between SEIV and SEV AIs ›
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Dragagon's picture

Learning to teach

Submitted by Dragagon on Thu, 2006-11-02 18:51.

First let me say, Welcome to the SE:V scene. Having said that, this is, imo, the hardest part of any programming. Even the slightest mix up in programming can cause an AI to do a death spiral right into the ground. Now to try and help.

The first thing you will need is access to the directory in SE:V called utilities. In here there is a ScriptParser directory containing the AI txt files and the executable that takes those and makes the files the game uses to run the AI.

Second, you will need alot of patience and to read through the AI files. Start with one AI, such as the Abbidon. Learn how they do things. Unfortunatly the script files read alot like algorithms class rather than C++ or Java. Look to do the same things the AI does. Right now the AI has some bugs in it. One example being that in the Script_AI_Lists.txt file when the AI calculates the strength of all ships in a system, it doesn't add them all together, it just replaces the last thing in the list. Learn to look for those in the code and modify the AI to work the way you think is optimal. For instance, in the AI script i'm working on, I have decided that certain designs shouldn't use percentages for weapons, armor, etc. Instead I am working to design ships that use things that work against the player. Actually adding PDs, or using phased weapons against a player with shields. Make the AI think like a player would and give it a sense of personality.

Lastly you really need to know how to play the mod you are working on the AI for. Without knowledge of how good things are against others, your AI won't either. From there is all about having fun with it and trying to make it fun for others. Actually making the AI use robo-miners by knowing where asteroids are is a good way to start. You can even take the original AIs, copy them and begin adding small functionality, before long you will have a wealth of functions that you can merge into an AI that can compete with players, rather than leaving them disappointed.

With that said, you will need lots of testing. Many players here would probably be willing to give your AI a shot if it means better single player opportunities.

Dragagon

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Thank you Dragagon. I'm in

Submitted by Starscream on Sun, 2006-11-05 01:30.

Thank you Dragagon. I'm in school right now, and don't own my own computer, so you can imagine how often I get a chance at tackling things like these.

Already I'm starting to realise that the AI is limited pertaining to the contexts in which the game is created. The AI, so far, is only able to operate within a restricted sphere. Ultimately leaving me dissapointed. I'm currious as to what makes space empires V a passion of yours? For me it's the pre-intended goal for what I want my empire to become, a vision. However, it seems the AI lacks this "Vision". What I'd like to do is give the AI a vision, then try and mold the player to the AI's vision. I have many ideas as to how I'd go about that, but already I'm wondering if such a thing needs to be determined prior to a games development. Does a game need to take into account the complexity to which you want the AI to interact with the player (program to accomidate), or, as I assume is the case with SEV, can a challenging AI be created after all the gaming peramiters have been programed?

My question, is the AI limited to efficient management of its spreadsheet?

Cheers
Starscream

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Dragagon's picture

Creativity in AI

Submitted by Dragagon on Sun, 2006-11-05 03:08.

Starscream wrote:
Thank you Dragagon. I'm in school right now, and don't own my own computer, so you can imagine how often I get a chance at tackling things like these.

Already I'm starting to realise that the AI is limited pertaining to the contexts in which the game is created. The AI, so far, is only able to operate within a restricted sphere. Ultimately leaving me dissapointed. I'm currious as to what makes space empires V a passion of yours? For me it's the pre-intended goal for what I want my empire to become, a vision. However, it seems the AI lacks this "Vision". What I'd like to do is give the AI a vision, then try and mold the player to the AI's vision. I have many ideas as to how I'd go about that, but already I'm wondering if such a thing needs to be determined prior to a games development. Does a game need to take into account the complexity to which you want the AI to interact with the player (program to accomidate), or, as I assume is the case with SEV, can a challenging AI be created after all the gaming peramiters have been programed?

My question, is the AI limited to efficient management of its spreadsheet?

Cheers
Starscream

Because the AI is scripted, it makes it a marvelous playground. My passion has always been to have fun. In doing so, the game must be made fun. We already have the perfect environment to play around in. So much of this game is customizable its unreal what you can do. Because the new AI is scriptable it makes it even better. If i didn't like the fact that the AI shuffles population around, i can make it stop. Other games, the AI gets its quirks, its usually pretty predictable if left alone. With the scriptable AI I have a chance to make it more like a player. Its the ability to make the player think "Crap! I gotta build this new unit because the computer started using a ship that counters mine." I love an AI that can view my ship designs, make research priorities based on those, and build something that will try and counteract what I have. Its the best part of a normal player and many times its why players move to PBW to play.

To answer your last question, the AI is taught to do everything. If you leave something out, its likely that the AI will no longer do those things. Its no longer a simple matter of "letting the developer handle it" its now totally up to the scripter to make the AI think, behave, react, and attempt to defeat its human advarsaries.

Dragagon
Progress isn't made by early risers. It's made by lazy men trying to find easier ways to do something.

-- Robert Heinlein

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