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Author |
File Description |
zergs |
Posted on 01/22/10 @ 11:20 AM (updated 12/27/15)
File Details |
Version: |
Other Modpack |
Required Modpack (if not included with the download): |
Userpatch 1.4 |
The Horde version 3.6b
An Artificial Intelligence Script written by Archon 2007-2015
Settings: (preferred settings)
Game Version: UP 1.4, AoFE (with UP1.4 modification - [URL=http://pastebin.com/A2KM6Uxc]Link[/URL])
Game Type: Any (RM and PIDM)
Location: Any [doesn't play maps where transports of villagers is required (e.g. Migration); doesn't play 'nothing' maps, requires ai_info_map_type BLACK_FOREST 0 1 0 to detect MICHI]
Map Size: Any
Teams: Yes
Resources: Any (standard)
Difficulty: Any (hard for AI wars, hardest has incremental resource gain rather than 500 of each per age)
Population: Any (200 - 250)
Starting Age: Any (Dark Age or PIDM)
Victory: Any (conquest)
All Techs: No
Civilisation: Any
List of taunts it reacts to:
3 - 6: Gives resources away if it has enough.
31 - Attack an Enemy: If requested by an AI, it targets player stored by sn-target-player-number.
32 - If 60s < game time < 300s, Horde will pick an aggressive strategy.
33 - If 60s < game time < 300s, Horde will change the strategy to boom.
38 - If 60s < game time < 300s, Horde will sling that human player with resources.
222 - Help Allies. If requested by an AI, it targets player stored in goal 82 and patrol units to point stored in goal 478/479.
222 + Flare by human player - Sends units to the flared point.
230 - If 60s < game time < 300s, it changes strategy to Mush (full monk civs only)
249 - Chats current resource amount to human allies or any computers.
250 - Chats current strategy, chat version number to enemies. |
Pages: « First « 1 2 3 4 [5] 6 7 8 9 » Last » | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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zergs
File Author |
Posted on 07/19/11 @ 05:26 AM
No, AIs can't learn on their own.
In order to make them better you can help me if you spot them doing a severe strategic mistake. Tell what it did here and chances are that I can fix it in the next update. So it's a kind of indirect learning. |
neilkaz |
Posted on 07/19/11 @ 03:57 PM
@KV_VK .. There are many reasons why a decent 1v1 player can punish any non cheating AI on Arabia.
Of major importance (1.0c etc) is that the AI cannot hunt boar. 2 boars provide about 600 free food (accounting for rot) and being quicker to gather than farming or berries. Therefore the AI needs to build quite a few more farms than the human does to advance to feudal. As a result the human can fuedal quicker than the AI making an early flush considerably more effective.
Another factor is that the AI cannot eat sheep in the TC and suffers from sheep rot and having to take a step to dump meat. I think perhaps spreading the sheep out a bit more and using 3 shepherds per sheep might be more effective? Anyhow, the end result is more farms needed when compared to a human.
The AI also has fits when it is towered. Even one defended tower may cause the AI to lose many vils trying to rip it down. Even a poorly executed Trush can make a mess on an AI.
@zergs .. thx for a wonderful AI !! I've recently come back to this game after 6 years and need much proactice before I can get back into my beloved 3v3 and 4v4 team games. I was using The Horde to practice 4v4's on Yucatan (a common map of choice then for my group of zone friends) and am very impressed with how vicious it is. I often suffer to double-team attacks in the castle age. Combinations of eagles and knights with some supporting trash are annoying.
@zergs .. are there more than minor changes in 2.16 that you didn't list here?
I've been having some fun playing Yucatan 4v4's (Hard of course) between different AI's.
IS_M 5.1 gave Horde 2.15 a great fight but finally Horde prevailed 4 games to 3 with game 7 lasting 4 hours 39 min and no wood left after about 4 hours. Map was MFO_Yuc at RF (since my game's Yuc map is bugged (bare nothing)
Currently Horde is playing ATE and in general while things are even until mid-Imperial, ATE's then seems to not have as good teamwork and suffers. Castle age double teams often crush someone on any of these teams and rebuilding is critical.
I have much input from these 4v4's as all scripts' teamwork and rebuilding of allies that have been hurt. I'll post detailed evaluations in the long thread at AIScripters.
I'll try v2.16 soon .. thx again .. neilkaz ..
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zergs
File Author |
Posted on 07/19/11 @ 06:17 PM
2.16
-trains a navy
-plays better on walled maps.
-doesn't play as aggressive against enemys with walls and castles if it has no trebuchets.
-plays regicide better
-has Xbow rush as an additional startegy for britons and mayans and cavalry archer rush with huns.
The disadvantage of the custom yucatan map is my script won't build a second mill for the additional berries. =/ |
neilkaz |
Posted on 07/19/11 @ 11:33 PM
Thx for the reply, zergs. This does sound like an nice update.
I do realize that your AI isn't optimized for big team games like 4v4 or even 3v3 but if you want to improve it there I think I can advise.
As for walls..IS_M walls and a couple times 2.15 seemed almost clueless vs them when it had total control of the area (ie ranged units shooting at and killing/chasing off what ever came close) as it took nearly 30 minutes before breaking thru even though several rams were present and then only a small hole was made, creating a huge bottleneck.
When in control of the area, rams should be hitting walls and if safety is a concern, away from the gate where melee units cannot easy strike them. A good sized hole needs to be made, so the hordes can rush thru, but you don't want units behind the battle lines destroying walls needlessly. This is a delicate balance.
When I played almost daily from 2002 (I came over from ROR late since I loved it) to 2005 and became MFO's unit stat and testing guy and did all sorts of build order tests and similar stuff, I was quite good at early economy.
Therefore I think I might be able to help improve some of the dark ago build orders I see, and especially the fast castle ones and likely also get fuedaled a bit quicker (maybe 1 vil sooner)
Of course to test I have to play like the AI does and not hunt boar nor eat sheep in my TC.
There's MUCH too much running around of villagers in the Dark Age with all AI's that I see.
IMHO, no vil should ever leave berries to build a farm 10 tiles away and run back to berries and noting that sheep are rotting away with 0 or 1 vil on them etc.
No vil should build a lumber camp and then run back to something else.
3 per sheep seems best outside the TC but the sheep need to be further apart so vils don't need to run around other sheep/shepherds to dump off.
So can the sheep be a bit further apart and can 3 vils be tasked per sheep?
Many farms are built ASAP but left not worked !! I see a vil leave the lumber camp to walk to TC and build a farm and then walk back to wood while 10 vils are jammed up on berries !! This is very wasteful and then the berries are all gone and the vil run back to TC. Much better to use farms as built and bank some wood and build farms when needed and work them with the vil that built said farm. Of course farms can be built around the mill but that is exposed to raids.
,. neilkaz ..
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neilkaz |
Posted on 07/21/11 @ 03:14 PM
Based on watching v2.16 Huns last night in an Arabia 4v4 vs IS_M 5.1 I have can give a very positive review of the new CA scripts.
Game 1, Huns have a poor start and get to Feudal maybe 20 sec later than usual with a couple of several second spans of idle TC time (perhaps best to loom in Dark the first time there isn't 50F to create the new vil rather than wait a bit for the next drop off of food to get to 50?). In Feudal it made a few spears and maybe another unit or two and then perhaps not sensing a quick flush decided to castle. Again there was some idle TC time waiting to get to 800F and I was concerned, but once it hit Castle it pumped CA's and had some upgraded for them as well.
The double castle transition flush that hit at about the 25th minute (two enemies with many units and both just about castled (so knights came right afterwards) would have usually badly hurt previous versions I think, but here while the Horde's Huns took damage they fought off the attack and while behind were able to recover nicely and continue pumping units and soon aid in running over the enemy. Game 1 to Horde. Grade of B+ for Huns by me.
Game 2, a nice fast Castle from the Huns and pumping CA from 2 ranges and soon Fletching and when massed they had Bodkin and armor and went off (Huns in pocket) to aid an allied attack and did severe damage. Just as I was thinking that Bloodlines would be nice now, the stable was up and it was being researched. Later when thinking that it was time for Rams, sure enough one was in queue in the Siege Factory. A second TC was also built as resources permitted and later more TC's.
Even though one ally was defeated in this game, one of the enemies was crippled and the Huns lead the avalance that overpowered the remaining 3 IS_M's. Game 2 to Horde and grade of A+ by me for Huns here in just about the best game I've ever seen an AI play 4v4.
My 4v4's are teams of Hun,Mongol,Brits, China vs same. I'll soon try vs ATE since it seems to really come after what ever civ I am playing or watching and sometimes killed v2.15 Huns..we'll see if v2.16 can hold up.
One point, however, trading can be SERIOUSLY improved and needs to be between more distant markets. Sometimes I think trading starts a bit too soon as the resources spent on carts are needed to fight or even Imp.
.. neilkaz .. |
zergs
File Author |
Posted on 07/21/11 @ 09:39 PM
[quote]One point, however, trading can be SERIOUSLY improved and needs to be between more distant markets. Sometimes I think trading starts a bit too soon as the resources spent on carts are needed to fight or even Imp.[/quote]
Thank you very much for testing. Good point with starting trading too early, as it has no other prerequisits than an ally having a market.
Too bad ais can't build markets in corners like humans and they send their carts almost always to the next market. =/
About that dark age gathering thing. There are a few SN that influence gathering (e.g. min amount gathered before switching resource types and so on) and some bad documented ones (intelligent-gathering). And there is also a random component in it, so if you restart it doesn't do exactly the same, which makes testing even more difficult. I plan to write an ai scripting tutorial and I'll test them for it, but that's no guaranty the result will get much better.[Edited on 07/21/11 @ 09:41 PM]
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neilkaz |
Posted on 07/21/11 @ 09:40 PM
Can I rate this AI a 6 on a scale of 5? !!
Seriously it is that good. I just played three 1v1 Arabia with Horde Huns vs De'gel Aztecs (top AI on the 1v1 ladder) and all three were wins for The Horde.
Game 1: The mass CA strat and attack at about 28 min caught De'gel unprepared (booming with some trash units and a couple monks) and this game was a supercrush as the 20 extra vils the Aztec boom had created soon were dead along with most of their co-workers.
Game 2: Horde goes knights first and then CA's and when it attacks it runs into many monks but still is able to harm the Aztec econ somewhat and later comes back and overwhelms. This basically can be called a crush. Clever to research Heresy to kill off units as they are converted. This meant not facing to many Aztec cavs and CA's. Of course, the Hussars are have some conversion resistance as well.
Game 3: Again knights first then CA from the Horde but this time the Hunnic master waited to attack until later and De'gel Imped somewhat quicker and started across the map with EEW's with Garland Wars and many x-bows that became arbs and quite a few monks as backup with some trash units also. The first battle didn't go so well for the Horde and I had some concerns of a loss here, but not a chance as the Huns bounce back with Hussars and some other nice units and after about 1:15 was clear that the Aztecs couldn't resist and as confirmed in the replay they lacked gold to make anything but trash units. This was a nice win for the Horde.
The Horde is tops in my book on land and the new quick CA script (when it chooses it) is tremendously effective.
What is currently thought to be the best flushing AI? I'd like to try the Horde 2.16 vs that but something tells me that it will detect the flush and just make a horde of units to defend it, and the overwhelm with a counter attack in castle or imperial.
... thx for a wonderful AI and I honestly think that I've seen a couple of things that I may use in my own play in human team games.
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zergs
File Author |
Posted on 07/21/11 @ 09:50 PM
Again thank you for the nice comment. :)
Some good flushing scripts are AOCDaVe ][ No Limits (huns), VNS Halen (vikings), IS Machine (goths), and maybe also The Horde with goths (shameless self-promotion!) |
neilkaz |
Posted on 07/21/11 @ 11:18 PM
Does The Horde and IS_M almost always flush with Goths 1v1 Arabia? I'll have to try that.
Anyhow..I tried 1v1 Huns war Horde vs IS_M and both AI's did the "build many units in feudal but stay home for defence and then get to castle age" build up. The Horde got to castle first and then IS_M was hurt by the first attack wave and often forced to garrison and was losing vils here and there and could cope with waves of reinforcements that The Horde's unharmed economy could send in.
Result..A crushing win for the Horde. I do need to see how it will handle an AI that comes after it quickly with a flush.
Hopefully there are some (likely slight) improvements that the AI scripting community can come up with for gathering. It is really quite silly to watch a vil kill a sheep and let it rot while building a farm (just bcuz 60 wood was obtained) and then not use the farm for a long time. Worse is to watch a vil walk many tiles from wood to gold to build a gold mine and then not mine gold but walk right back to the wood a long trip back.
Is the some way to always have vils work the resource right after they build the gathering building. I know that if I tell a vil to build a mine, he/she automatically will mine the gold unless told othewise.
It would also help during the farm building phase to simply have workers build farms when they are born. This is lots more efficient that coming back to TC from wood or berries to build a farm and then return to wood etc.
In general farms are built before they are used in the Dark Age. I think this may be due to simply telling the AI to build farms for a while every time 60 wood has been obtained. Perhaps there's a way to slow down the farm building a bit and make sure that the vil building the farm uses it..ie just like in a human vs human game when I tell my vil to make a farm he starts farming instantly. Once again, more efficent.
I'll start a Dark Age gathering and basic economy improvement thread as aiscripters.com as soon as I've read enuf to not make a fool out of myself. |
KV_VK |
Posted on 07/22/11 @ 11:57 PM
What a hot AI it is!!!
I did not play in the past few days, and then, defeated by Horde last night @ 2:3, sad!!! too sad to fall asleep, actually!!!
@neilkaz: Hunting boars is something an AI can never do. Due to one bug of AOC, it seems impossible to script an AI that can hunt boar, it really sucks...
@zergs, is there any chance to make it up for the free 600 food from boar? in this way, Horde can advance to feudal quickly.
My suggestion is:
From the 4th min, cheats 50 food every 30 sec, until 8:00, in total 500 (accounting for rot) food just like some vils are gathering food from boar. Or maybe less food is better, because no vils are actually hunting, the "hunters" are doing something else, like gathering food from sheep, farm or berries. Thus, we have to make a discount on it so that it looks more human...
One exception: If the Horde choose Mongols as its civ, 60 food every 30 sec until 540 or less as mentioned above, because Mongols hunting faster by 20%. Yes, for Mongols, it is 540, as they hunt faster, resulting in food rot less.
Maybe for Aztec, it should do similar like Mongols, as the AZ vils carry 5 more than the other civs. Or maybe do it the same as the other civs is more suitable.
One more thing about the horde (also see many AI doing the same), it is when their army try to attack my TC, sometimes they don't seem to hold back even they are not powerful to rip down my TC, for example, just a few pikemen, or archers, or knights, far away from enough to rip TC without the ram, but they just fought, and die in vain. Good news is that, the archers sometimes will stand out of the range, and shoot at my farms....
Will let you know more this weekend if I find any, I made a dicision to defeat it thousands of times so that I would have a good sleep tonight.... [Edited on 07/23/11 @ 11:27 AM]
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HGDL v0.8.2 |
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Downloads: | 12,253 |
Favorites: [] | 20 |
Size: | 107.01 KB |
Added: | 01/22/10 |
Updated: | 12/27/15 |
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