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Age of Kings Heaven » Forums » AI & RM Scripting » The Userpatch AI Scripting Ladder
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Topic Subject:The Userpatch AI Scripting Ladder
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Leif Ericson
Seraph Emeritus
posted 07-28-13 11:14 PM CT (US)         
The UP AI Scripting Ladder


Welcome to the third continuous installment of the AoKH AI Scripting Ladder, now supporting Userpatch for the first time. Here you can enter your AI to compete against AIs with a wide range of abilities and a huge range of strategies. Whether it's to improve your AI's skill or whether you want to enjoy the exciting fun and community it provides, the Userpatch AI scripting ladder will suit your needs.

The Userpatch (UP) is a community patch that provides enormous benefits to the game, allowing AIs to become exponentially more intelligent, among others. Click here to download the patch and learn about everything the Userpatch can do! You'll find many scripters here who are more than willing to help you learn how to script and how to use the new UP commands.

Also, if you enjoy scripting, you should join the AI scripters community at http://forums.aiscripters.com/. You can also find a guide to AI scripting here and a guide to the new UP commands here.

How Do I Join?

If you want to enter the ladder, just drop a post in the thread with a link to your AI, tell us what civ you want it to play, and your AI will be added to the ladder.

When you enter your AI, it will play four unrated games against different opponents and given a rating based on its performance. Once your AI has been given a rating, your AI is ready to enter round play and climb up the ladder.

New: Each forummer can only have one AI in the ladder at any time.

How Does the Ladder Work?

Like multiplayer ladders, the AI ladder determines an AI script's overall skill ability over the course of several games and compares the skill ratings of other AIs to each other.

The AI Ladder uses the ELO system, the same system used to rank chess players or players on online gaming sites such as Voobly. The ladder is run in rounds with each AI grouped in a league of (ideally) five AIs according to ability. During each round, each AI will play each other AI in its league twice. The winning AI's score in each match will be increased according to its opponent's score, either a large amount if the AI defeated a higher ranked opponent or a smaller amount if the AI defeated a lower ranked opponent. The losing AI's score is decreased in the same way. Once the round is over, a new one begins, creating continuous cycles of competitive fun.

To make things more interesting, we randomize between Arabia, Ghost Lake, Gold Rush, Mongolia, Oasis, and Yucatan. To facilitate the randomization, you can download the official AI Ladder random map randomizer to test your AI and to test matches: link

AI Classes:

New: All AIs are divided into leagues according to ability, with ideally 5 AIs in each league. The leagues are reorganized at the end of each round to re-sort the AIs into the leagues by ability.

If an AI is the lowest-ranked AI, has at least 75 points lower than every other AI, and has lost at least three games in a row, the AI will likely be dropped unless the author requests the AI to remain in the ladder.

Game Requests:

New: Requested games no longer count for score, but they can be requested nevertheless.

Previous AI Ladders:

In addition, for those who like a bit of nostalgia, you can find the previous installments of the AI scripting ladder here:

The AoKH AI Scripting Ladder 1.0
The AoKH AI Scripting Ladder 2.0




Standings:


Cavaliers:
Rank:
1.
2.
3.
4.
AI Name:
Barbarian
The Horde
Promi
Juggernaut
Rating
1970
1767
1729
1722

Civilization
Random
Random
Random
Huns
Author
II2N
zergs
Promiskuitiv
UnfairestEel
Download
Barbarian v2.17 - Updated 8 May, 2016*
The Horde 3.7 - Updated 23 Oct, 2016*
Promi 1.53 - Updated 10 Dec, 2016*
Juggernaut 1.5 - Updated 27 Aug, 2014*


Knights:
Rank:
1.
2.
3.
4.
5.
AI Name:
Illuminati
TRON
Daedric
IS Machine
Crusade
Rating
1703
1701
1690
1633
1609

Civilization
Random
Mongols
Random
Random
Random
Author
Aleph
cakemaphoneige
Armelon1
DuckOfNormandy
Campidoctoris
Download
Illuminati AI v0.5c - Updated 21 Aug, 2016*
TRON 0.2R - Updated 8 Dec, 2013*
Daedric 1.9 - Updated 28 May, 2016*
IS Machine 8.6 - Updated 5 Feb, 2014
Crusade 4.42c - Updated 6 Dec, 2014


Squires:
Rank:
1.
2.
3.
4.
5.
AI Name:
Tribal Warriors
BruteForce
Meleon
Boss
The Unknown
Rating
1653
1557
1538
1489
1473

Civilization
Random
Huns
Goths
Random
Random
Author
estyty
CheeseOnToast
scripter64
lws735
offwo200
Download
TRiBal_Warriors v4.57 - Updated 9 Dec, 2016
Bruce Force 3. 1 - Updated 13 Feb, 2017*
Meleon - Updated 12 Jun, 2016
Boss 2.3 - Updated 18 May, 2017
The_Unknown v2.00a - Updated 24 Feb, 2016



* Always use the latest version if indicated with an asterisk.





Archived AIs:

The Khanate
UnfairSteel
Dreadnought
Randomization
Nightmare AI
f1@$h Myn
Nosferatu

(Check the second AI Ladder thread for a list of archived 1.0c AIs)






Playoff Results:

Season 1 - Winner: Barbarian


Schedule:


Anyone can judge any of the games in the AI ladder, and judges do not have to sign up for a game before playing it. However, you may make a post in the thread if you wish to reserve a game to judge. Those who are willing to judge and record these games, please post for which games you would like to play. Authors should not judge games that contain their own AI. All games should be played on Hard difficulty, tiny map, 200 pop, Dark Age, low resources, and Conquest victory. The current version of the Userpatch (version 1.4) and the official randomizer map script should be used. Games will be considered a draw if they last more than two hours, unless an AI has less than 2 villagers at the two hour mark. Thus, you can end the game after two hours if you wish.

It is recommended that the judges cheat "natural wonders" so that there is no possibility of interference from the judge. However, if you feel that this would hamper your ability to review the game you may opt not to do this, as long as you provide the recorded game.

If you decide to use Cheat Engine's speedhack feature, please limit your games to x5 speed on Slow speed or x3 speed on Fast speed, unless one AI has clearly won the game and you want to speed up the "cleaning up" process. Any faster speedhack is prone to mess up AI functionality on slower computers.

Once the game is finished, please write a short review of the game. Provide helpful comments on what were each AI's weak points so that the authors of the scripts can know how to update them. Also post the recorded game link along with the review. To make it easier for us to gather information from the reviews, please post the reviews of the games in this format (just copy it into your post and edit it):

AI #1 (Civilization) vs. AI #2 (Civilization)

Map: Arabia (or whatever map is chosen)

1 Jan, 2013 (this date is just an example of the format)
Map Type: Mongolia (or whatever map is chosen)

Review:

...
...
...

Winner: (AI Name)
Recorded Game link


Thanks for judging and reviewing! Here is the current schedule. Sign up for the games you would like to play:

Season 2

Round 4


Entrance Games:
 
1.
Entering AI:
-

vs.
Opponents:
-
Results:
-


Cavaliers League:
AIs:
Barbarian
Promi
Juggernaut
The Horde
Round W-L
4-0
0-4
0-2
2-0
vs. Barbarian
x
LL
LL
--
vs. Promi
WW
x
--
WW
vs. Juggernaut
WW
--
x
--
vs. The Horde
--
LL
--
x


Knights League:
AIs:
TRON
Daedric
Illuminati
Crusade
IS Machine
Round W-L
2-2
3-3
4-2
1-3
2-2
vs. TRON
x
LW
WL
--
--
vs. Daedric
WL
x
WL
--
WL
vs. Illuminati
LW
LW
x
LL
--
vs. Crusade
--
--
WW
x
LW
vs. IS Machine
--
LW
--
WL
x


Squires League:
AIs:
Tribal Warriors
BruteForce
Boss
Meleon
The Unknown
Round W-L
2-0
0-4
0-4
4-2
4-0
vs. Tribal Warriors
x
LL
--
--
--
vs. BruteForce
WW
x
--
WW
--
vs. Boss
--
--
x
WW
WW
vs. Meleon
--
LL
LL
x
WW
vs. The Unknown
--
--
LL
LL
x

~`o´~|\  Join the fresh and exciting AI Ladder for its fourth season!
´ `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
______|______
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
  `-=<.__.>=-´

[This message has been edited by Leif Ericson (edited 09-04-2019 @ 06:39 AM).]

AuthorReplies:
Aleph
Squire
posted 04-13-15 03:22 PM CT (US)     851 / 1174       
Damn, I completely forgot about this ladder. Had a lot going on. Judging the game for real now.

Barbarian (Full Random => Mayans) vs. Promi (Full Random => Aztecs)
Map Type: Ghost Lake


Promi lures all 3 deer, while Barbie mills his deer.
Barbie advances to Feudal faster than Promi, who goes up on 26 pop. Both AIs flush from 2 archery ranges.
Promi builds the blacksmith and gets the upgrades too early. He should've gotten some eco upgrades faster instead. Especially wheel barrow should be researched well before 20 minutes, when flushing (even though it's not quite as important for Aztecs).
Because they have similar military numbers, neither AI attacks for a while. After 18 minutes, Barbie launches a first attack and hits Promi's lumber. After killing a few vills, Barbie retreats, losing some units in the chase.
Promi counter-attacks in full force with a lot of skirms and obliterates Barbie's army, even bringing 3 villagers forward to build a tower. Promi does some disruption to Barbie's eco, but has to retreat from the TC all the time.
Barbie reaches Castle Age before Promi who was investing a lot into mass skirmishers, while building too many farms for Aztecs. Upon reaching the Castle Age, Promi doesn't have the stone to build additional TCs, allowing Barbie to catch up economically. You should implement a rule to mine stone when going up Castle after building a tower.
In Castle Age both AIs keep producing xbows and skirms. Promi's large army prevents Barbie from massing an army of his own, while continually killing Barbie's villagers. Even a few mangonels from Barbie aren't enough to turn the tides.
Despite the economic weakness, Promi's military superiority is more than enough to overwhelm Barbie. Barbie resigns without losing a single building.

The game was decided in the feudal fight, but I can't exactly tell where Barbie went wrong because I was spectating Promi. It was probably army composition (archers<->skirms) and Promi's civ advantage. Still, it's not an easy feat to beat Barbarian.

Game time: 38:09
Winner: Promi
REC

[This message has been edited by Aleph (edited 04-13-2015 @ 04:28 PM).]

Promiskuitiv
Squire
posted 04-14-15 09:07 AM CT (US)     852 / 1174       
Thanks for judging Aleph and gg wp II2N!


Juggernaut (Huns) vs. UnfairSteel (Full Random => Mongols)
Map Type: Mongolia


Steel goes for a flush while Jugger changes his FC plans to a flush defense. In the feudal age Steel suicides its entire army to a garrisoned watch-tower without doing any damage.

After that both AIs advance pretty peacefully (one more small meaningless fight) where Jugger then takes matters into his own hands and suicides its own army into Steel's castle to equal things out.

Both AIs then continue to sit in their bases untilthe imperial age Juggernaut finally attacks the castle age Steel and very slowly takes him out with the help of four relics (which were more effective since the game was so slow).

Winner: Juggernaut
Game time: 01:38:12
Recorded game: https://app.box.com/s/fji1p51c5twvovyk70ewmc38h1tcjzdv

Creator of Promi.
Any feedback is greatly appreciated.

[This message has been edited by Promiskuitiv (edited 04-14-2015 @ 09:38 AM).]

Armelon1
Squire
posted 04-15-15 08:02 AM CT (US)     853 / 1174       
Crusade (Full random => Huns) vs. TRON (Mongols)
Map Type: Arabia


Both AI's went for a flush. Crusde won the fight but got himself killed in the well placed tower of TRON. Crusade himself also had a defence tower but wasnt placed in a usefull spot.

Both AI's contiued to the castle-age where some fighting restarted. TRON then made a castle in the middle of the map and Crusade started to loose more and more ground.

Winner: TRON
Game-time: 1:04:08
Record: rec

[This message has been edited by Armelon1 (edited 04-15-2015 @ 12:44 PM).]

Elite Raider
Squire
posted 04-15-15 11:58 AM CT (US)     854 / 1174       
Rec pls
Leif Ericson
Seraph Emeritus
posted 04-15-15 12:53 PM CT (US)     855 / 1174       
New round!

~`o´~|\  Join the fresh and exciting AI Ladder for its fourth season!
´ `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
______|______
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
  `-=<.__.>=-´
Armelon1
Squire
posted 04-16-15 07:15 AM CT (US)     856 / 1174       
The_Horde (Full random => Chinese) vs. unfairsteel (Full random => Huns)
Map Type: Arabia


Both AI's go for a flushing set-up. Unfairsteel for scouts with a defensive tower. The_Horde for archers / skirms, and a couple of spears when the scouts got detected.

The feudal fights where kinda undeceided. unfairesteel added a second tower and went to castle-age first. In the castle-age nothing happend and both AI's made more army and eco. Imp times where the same to which fighting restarted.

No real winner apeared from these fights for a while and everything seemed quite equal.

The_Horde slowly gained more and more ground and manged to win the game.

Winner: The_Horde
Game-time: 1:27:24
rec: rec

----------------------------------------------------------
Is_Machine (Full random => Japanese) vs. Nosferatu(Vikings)
Map Type: Yucatan


Both AI's went for a flush IS_machine which at first went verry equal. Then Nosferatu deceided to focus all his efforts on building defensive towers who didnt really pay off again man at arms. also the militia and spearman against man at arms and skirms didnt really pay off. quite a easy game for Is_Machine. Nosferatu tried to get about 10-11 towers up. and also suicided quite some vills trying to get towers up.

Winner: Is_Machine
game-time: 48:05
rec: rec

[This message has been edited by Armelon1 (edited 04-26-2015 @ 06:47 AM).]

Promiskuitiv
Squire
posted 04-26-15 03:38 PM CT (US)     857 / 1174       
Updated Promi to v1.4p and playing Khanate vs Unknown.



The Khanate (Full Random => Vikings) vs. The Unknown (Full Random => Britons)
Map Type: Mongolia


The Khanate performed a flush with archers supported by some spears while Unknown went for a FC trying to get scorpions out - due to the damage Khanate inflicted with his flush Unknown could only mine enough gold to get one scorpion out which didn't survive long enough against the enemy spearmen.

After its first very successful attack Khanate boomed to the imperial age and attacked with arbalests which were supported by pikemen and siege. Unknown got some more scorpions out but they were nowhere near enough to stop Khanate.

Winner: The Khanate
Game time: 00:44:23
Recorded game: https://app.box.com/s/mwjw772f3s2ii8x0b1zk7r3db90dir0y


Notes: The Khanate built two markets.

Creator of Promi.
Any feedback is greatly appreciated.

[This message has been edited by Promiskuitiv (edited 04-26-2015 @ 03:56 PM).]

Aleph
Squire
posted 04-26-15 09:51 PM CT (US)     858 / 1174       
Drunk late-night judging daedric crusade.

Daedric (Full Random => Franks) vs. Crusade (Full Random => Persians)
Map Type: Gold Rush


Daedric picks an archery range flush strategy at the start of the game.
When running out of food very early (8 pop), Daedric looms instead of keeping up vill production by dropping food.
Daedric has spelling errors in its self chats, and I just entered grammar nazi mode.
Daedric gets attacked by wolves and loses a vill trying to lure his 2nd boar, and ends up with a very late Feudal Age, but somehow Crusade manages to be even slower.
Crusade goes for a weird m@a/archers/trush strategy, suiciding both vills and army into Daedric's archers and skirms. Later he also adds scouts. This reminds me of the Greek AoM strategy where you produce military from 1 rax, 1 range, and 1 stables. Complete garbage in Age2.
Despite spectacularly and continuously suiciding all his army, Crusade manages to build a defensive tower, causing Daedric to retreat repeatedly.
This whole dance goes on for a while, with Crusade falling further behind.
Daedric eventually reaches Castle Age and starts producing knights, as is expected of the Franks. Daedric also researches the armour upgrades early (which is very good for knights), and goes on to raid Crusade to death, while also booming at the same time.
The game is decided at this point. Crusade never reaches Castle Age and resigns far too late for my taste.

Except for the slow Feudal Age time, Daedric played a near-perfect game. Crusade did something weird. It was never even close.

Game time: I forgot to check. See rec if you care.
Winner: Daedric
REC

[This message has been edited by Aleph (edited 04-26-2015 @ 10:53 PM).]

The Ruler
Squire
posted 04-29-15 12:00 PM CT (US)     859 / 1174       
Pardon for my inactivity recently, busy in other matter.

Armelon, sry to tell that you used an outdated version of Nosferatu! Current Version is V4_3beta which I've cleaned up with that uncertain tower advancement (on certain maps only).
So please can you replay it to achieve a better game performance, even result may not differ.

Thanks ;-)

heav'n has no rage like love to hatred turn'd, nor hell a fury like a woman scorned (William Congreve)
Armelon1
Squire
posted 04-30-15 03:35 AM CT (US)     860 / 1174       
Ohh sorry. reran the game all settings are the same. also the outcome. didnt check what actualy happend this game.

record
The Ruler
Squire
posted 05-01-15 07:07 AM CT (US)     861 / 1174       
Leif, remove Nosferatu from the Ladder, it's uncompetitive.

Tks

heav'n has no rage like love to hatred turn'd, nor hell a fury like a woman scorned (William Congreve)
Leif Ericson
Seraph Emeritus
posted 05-03-15 07:30 PM CT (US)     862 / 1174       
Nosferatu has been archived. Too bad it couldn't achieve more success.

~`o´~|\  Join the fresh and exciting AI Ladder for its fourth season!
´ `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
______|______
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
  `-=<.__.>=-´

[This message has been edited by Leif Ericson (edited 05-03-2015 @ 07:30 PM).]

Leif Ericson
Seraph Emeritus
posted 05-10-15 06:20 PM CT (US)     863 / 1174       
It's been a while since the last game.

~`o´~|\  Join the fresh and exciting AI Ladder for its fourth season!
´ `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
______|______
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
  `-=<.__.>=-´
scripter64
Wolved
posted 05-13-15 00:58 AM CT (US)     864 / 1174       
Work can be so work-like sometimes lol
I wish there were more hours in a day
Aleph
Squire
posted 05-14-15 00:07 AM CT (US)     865 / 1174       
† R.I.P. Nosferatu
II2N
Squire
posted 05-15-15 06:02 AM CT (US)     866 / 1174       
Boss (Full Random => Vikings) vs. Chameleon (Full Random => Britons)
Map Type: Gold Rush


Boss is lucky to get one of its best civs. Chameleon uses Guarded Briton Crush.

Chameleon misses 3/4 of the nearby starting sheep but later it manages to steal 2 sheep from Boss, who builds a mill somewhat close to a large deer pack. Unlucky Chameleon finds 6 (!) wolves when it tries to build 2nd lumber camp and ends up losing multiple villagers.

Boss advances pretty fast to castle age and starts booming while Chameleon is far away from the castle age. Both AIs boom but Boss has clear eco lead, and it manages to gather all relics.

After hitting imperial age Boss takes all important upgrades and attacks Chameleon, who is still at castle age. Chameleon can't do anything to stop this.

Winner: Boss
Game time: 0:48:22

Record

[This message has been edited by II2N (edited 05-15-2015 @ 06:21 AM).]

scripter64
Wolved
posted 05-15-15 10:25 AM CT (US)     867 / 1174       
Wolved lol
GG lws! Thanks for judging, II2N!
Molotok
Squire
posted 05-15-15 05:22 PM CT (US)     868 / 1174       
Hello, i was curious about these AIs and the ladder, so I made some "little" test matches between some of them. I used Barbarian 2.16c, Promi 1.4p, Juggernaut 1.5 and The Horde 2.26.

First was a little tournament on Arabia with settings: std resources, std win, random civs, hard difficulty. Promi got crushed by Barbarian 10-0 and Juggernaut won its match 10-2 against the Horde. Then the Horde won by 10-7 vs Promi and in the final Barbarian again stomped Juggernaut 10-0.

I was surprised by these results, because in the ladder here they seem to be close in strength. So I tried some other matches with Barbarian vs Promi on the other 5 maps suggested here with settings: low resources, conquest win, team random civs, hard difficulty. The format was best-of-9 on each map which Barbarian won 25-2, with Promi taking just one game in Ghost Lake and Yucatan. I can upload the recs if someone wants them.

Some notes about the AIs and matches:
Barbarian usually goes Skirm/Archer flush(sometimes m@a or light cav) and wins because it is just faster than the others and more aggressive. Although Promi has pretty much the same Feudal times it is way too passive imo and probably should have attacked earlier on several occasions. Most games went that way: Barbarian attacks and gains an eco advantage and then wins shortly after reaching Castle Age with then elite skirms and xbows against feudal skirms and archers. Promi usually does flush too when it isn´t busy defending , but i saw one drush and one fast castle, but they failed against Barbarian.
Juggernaut drushed successfully against the Horde, harassing the vills, but didn´t put more pressure in Castle age despite a lot of units. Horde went with some xbows and monks, but was too passive too and attacked useless buildings(some abandoned tower) and also sended unsupported rams to their doom. In one game where Juggeraut won with relics, it went for the TC instead of the Monastary with those relics. :O
Promi, like Barbarian sometimes sends his army back to the base(usually the TC) where vills get blocked. It should be smarter not to reatreat that far because you can start attack quicker or react quicker to enemy attack.
Another problem which every AI seem to have is that they send their vills to die, when they are attacked by trash units, they squirrel around their tc instead of trying to fight them(that way they would at least inflict some damage). And yeah, they never wall, is that too hard for AIs?

Another thing i noticed from the Arabia matches is that random civs is somehow unfair. In the close match between Promi and Horde whoever got Vikings(5x) or Goths(4x), won and whoever drew Spanish(3x) or Saracens(2x) was damned.

That being said some suggestions for improvement of the ladder:
1) Why not a 6 game match (one on each map) per round instead of only one? One match shouldn´t take longer than 3 hours on fast speed or especially when someone uses Cheat Engine to speed it up further.
2) Another idea would be to use Team Random when possible for more fair pairings(for those who submitted a specific civ should be paired against the same civ if the other ai doesn´t have a specific civ).
3) Would be nice to see some stats on how many games the AIs actually played and won/lost on the ladder and maybe even some stats on win ratio for the civs, but that would be probably too much.

I also would like to judge the Barbarian - Juggernaut game if the versions I have here are the newest and no one else has it already running. Sorry for the long post. xD
The Ruler
Squire
posted 05-16-15 00:58 AM CT (US)     869 / 1174       
nice to see people still interested in our community.

1. we do enjoy scripting as a passion - the winning is secondary

2. the civ is scripter's choice, random looks more unfair but is pretty more interesting to judge

3. villager control is hard to imply, even with UP

4. AIs can build walls only in 2 distances, quite random, slow in performing, bad in defensing while building.
I once tried a manual wall using UP commands (on OASIS), but fails in 80 %, also cannot add a gate. Opening and closing gate is out of control, villager running here and there..

5. startup (eco)problems potentiate very quickly

6. Barby is absolute perfect in startup. in a comparision to my Nosferatu V3series me sometimes lacks 1500 (!) chuncks in resources after (both) 34 civ pop - so Barby is 1. and me out

hopefully we can keep the Ladder running, I'll try to judge on occasion and maybe improve my script next winter

Ruler

heav'n has no rage like love to hatred turn'd, nor hell a fury like a woman scorned (William Congreve)
Aleph
Squire
posted 05-16-15 03:57 AM CT (US)     870 / 1174       
Welcome Molotok!

I really like the idea of keeping detailed stats about this league, it should even be easy to do with a program like Excel. I don't think anyone has done it, but it's definitely doable with some time investment.

All the limitations of AIs you mentioned are just that, fundamental limitations of the AI concept. Things like walling and effective unit control require real intelligence, complex thought, and are virtually unachievable with simple fact->action commands.
I also would like to judge the Barbarian - Juggernaut game if the versions I have here are the newest and no one else has it already running.
Noone's stopping you, go ahead. You should register at http://forums.aiscripters.com/ to check if your versions of the AIs are up to date.

[This message has been edited by Aleph (edited 05-16-2015 @ 04:00 AM).]

Promiskuitiv
Squire
posted 05-16-15 06:18 AM CT (US)     871 / 1174       
Hello Molotok!


Yes i was also thinking that Promi is a bit higher on the ladder than he deserves to be right now (and especially The Horde is lower than it deserves to be) but more games will sort that out. I'm usually testing 4vs4's but i can't use that as excuse since Promi has even less of a chance of beating Barbie in a 4vs4 11.

But i'm still working on it, it's just like Ruler said: "1. we do enjoy scripting as a passion - the winning is secondary"!

Thanks for your post!

I will judge BruteForce versus Illuminati.

Edit:

BruteForce (Full Random => Mayan) vs. Illuminati (Aztecs)
Map Type: Mongolia


BruteForce went for a trush with archer support while Illuminati went for a fast castle-age with eagles. The trush looked good for a while (although it wasn't that early) but once Illuminati reached the castle-age and got eagles out (who don't have too much trouble against a few scattered archers and multiple towers) even the eco damage he received didn't matter anymore.

The eagles mowed down the archers, towers and builders while Illuminati trained some rams to join the eagles for a lethal attack onto BruteForce's headquarters.

Winner: Illuminati
Game time: 00:34:16
Recorded game: https://app.box.com/s/s1qv6f4vtn88yl4y646gzkj7oxm0vxuh

Creator of Promi.
Any feedback is greatly appreciated.

[This message has been edited by Promiskuitiv (edited 05-16-2015 @ 06:31 AM).]

Aleph
Squire
posted 05-16-15 06:28 AM CT (US)     872 / 1174       
I can tell you how that ends, Illuminati will most likely raze Brute's TC with rams at about 36 minutes. (depending on Brute's strategy)
BruteForce was my main test opponent.

[This message has been edited by Aleph (edited 05-16-2015 @ 06:30 AM).]

Promiskuitiv
Squire
posted 05-16-15 06:31 AM CT (US)     873 / 1174       
You were close, wp!

Creator of Promi.
Any feedback is greatly appreciated.
Molotok
Squire
posted 05-16-15 11:48 AM CT (US)     874 / 1174       
Thanks for the replies, I see now that those things are not easy to implement. :P

I judged the other match left too, so that the round should be over now.

Game #1:
Barbarian 2.16c (FR=> Mayans) vs. Juggernaut 1.5 (Huns)
Map Type: Ghost Lake

Both AIs lose their scouts, Barbarian got his cornered by Juggernauts militia and Juggernauts scout died while harassing vills. Juggernaut drushes with 4 militia and attacks a lumber camp but they die very fast because Barbarian built a good tower before and the vills fight them too. Barbarian makes an immediate counter attack with archers/skirms and goes at Juggernauts wood and farmers, putting constant pressure so that Juggernaut can´t keep up and stays in feudal age. Later Barbarian advances to castle age, researches first xbows, then elite skirms and finally masses xbows to kill Juggernauts TC instead off building siege for a quicker kill.
Anyway a pretty quick game, Barbarians Feudal time(10:55) was very fast compared to Juggernauts(15:10), but yeah the drush was not a good idea.

Winner: Barbarian 2.16c (37:48)
------------------------------------
Game #2:
Promi 1.4p (FR=> Mongols) vs. TRON 0.2R (Mongols)
Map Type: Mongolia

Promi advances fast to feudal age(10:16), TRON nearly 2 minutes later, but they have about equal castle times later. Promi sends a few archers but TRON has skirms to counter them, then some spearmen and skirms.
TRON fights off the attacks successfully a few times, but Promis constant troop supply keeps TRON at defense all the time. At some point TRON can´t keep up and tries to preserve his military by garrisoning them in the buildings.
TRON decides to make some farms at the entrance point of the enemy army, bad idea. After clicking castle TRON sends his vills to death trying to build a siege workshop and stable in front, going through the entrance that Promi occupies. It still keeps its few troops in while all vills are erased by Promi. In castle age Promi builds some rams and destroys the TCs and then some military buildungs.
Game over with TRONs pop nearly extinct.

Winner: Promi 1.4p (44:48)
Both game recs: http://www.dropbox.com/s/9k44ov61b2t8g9t/AI_ladder1v1 Barb-Jugg+Pro-Tron.zip?dl=0

Btw where do I have to put the randomizer script? I just diced it out this time, it´s 6 different maps anyway.
Aleph
Squire
posted 05-16-15 02:07 PM CT (US)     875 / 1174       
Same place as any rms script, the "Random" folder. Then you can find it by selecting "custom" map style in game.
scripter64
Wolved
posted 05-16-15 02:08 PM CT (US)     876 / 1174       
Hi Molotok! The map file goes into the "Age of Empires II\Random" folder. After that, it should become available from the "Custom" location dropdown list. Oh, what Aleph said lol, and Welcome!

[This message has been edited by scripter64 (edited 05-16-2015 @ 02:09 PM).]

Molotok
Squire
posted 05-16-15 02:41 PM CT (US)     877 / 1174       
I had it in that folder, but wasn´t smart enough to find it in the game menu, didn´t know it should be picked in custom under map type... haha. Thx
Elite Raider
Squire
posted 05-16-15 02:48 PM CT (US)     878 / 1174       
And (as I only recently found out lol) if you click on the objectives once the game has been started it will list the map type randomly selected from the RMS for you (UserPatch only).
Leif Ericson
Seraph Emeritus
posted 05-16-15 04:34 PM CT (US)     879 / 1174       
I've kept track of wins, ties, losses, win percentage, and the results of each game in a spreadsheet since the UP ladder started. Here's a link to my stats: link

The first and third tabs are probably the only ones of interest. The second tab has my formulas to determine new ELO scores as well as entrance scores.

The new round will be posted momentarily.

BTW, I'm kind of in the mood to change things up. We've done the same thing for almost 40 rounds, and by now the ladder has mostly solidified the AIs into their proper leagues since new AIs aren't added fairly often.

~`o´~|\  Join the fresh and exciting AI Ladder for its fourth season!
´ `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
______|______
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
  `-=<.__.>=-´

[This message has been edited by Leif Ericson (edited 05-16-2015 @ 04:45 PM).]

Aleph
Squire
posted 05-16-15 04:59 PM CT (US)     880 / 1174       
Well, it seems like constancy is one of the few things which keeps AI scripting alive. But I'm open for new things, as long as it doesn't involve water map garbage. Personally I think the map pool should be reworked, Yucatan and Oasis are pretty bad for a lot of AIs.
Leif Ericson
Seraph Emeritus
posted 05-16-15 05:08 PM CT (US)     881 / 1174       
That might be a good suggestion about the maps. I was thinking more along the lines of making temporary changes to the ladder's structure.

~`o´~|\  Join the fresh and exciting AI Ladder for its fourth season!
´ `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
______|______
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
  `-=<.__.>=-´
Aleph
Squire
posted 05-16-15 10:53 PM CT (US)     882 / 1174       
OK Leif, take a look at the matches for this round and fix it. I think the last one should be Promi vs Juggernaut.

Also, did you have any specific changes for the ladder in mind, or was it just a general feeling?

[This message has been edited by Aleph (edited 05-16-2015 @ 10:59 PM).]

Leif Ericson
Seraph Emeritus
posted 05-16-15 11:32 PM CT (US)     883 / 1174       
Haha, silly mistake.

I'd like to see each AI face a greater variety of AIs. For example, Barbarian only faces Promi, Tron, or Juggernaut since I allow a minimum of three rounds before an AI plays the same opponent again.

My ideas are still rather vague at this moment. Right now there are very few climatic matches. In older versions of the ladders there wasn't an ELO rating and ascending to a better league required the top AIs of each league to play the bottom AIs of the league above it. If they won, they ascended into the better league. It ended up not properly ordering the AIs by ability, but it had matches that felt important. I'd like to create some matches of similar importance.

Another idea I had was to simply have occasionally switch up the ladder matches so that one round focused on a specific AI or two, having each of these specific AIs play the closest 4-6 AIs to them in the ladder. Whenever I did this, I'd probably go through enough rounds in this manner that each AI was featured. Once this was done, we'd go back to the usual format. This idea would allow us to see the AI play against opponents we haven't seen the AI fight against recently, and it'd differentiate one round from another.

It's possible I'm the only one that feels that the ladder lacks excitement since I don't have an AI in the ladder and I almost never run matches anymore.

~`o´~|\  Join the fresh and exciting AI Ladder for its fourth season!
´ `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
______|______
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
  `-=<.__.>=-´
Aleph
Squire
posted 05-17-15 00:23 AM CT (US)     884 / 1174       
You're right, the ladder is kind of stagnating right now, with some AIs (especially Barbie) playing the same few opponents over and over again. Also, AIs have a tendency to be very strong or weak against specific other AIs, completely unrelated to their overall standing. This is especially true for AIs (like my own) that are completely reactive, without any random elements, as opposed to AIs whích select a random standard strategy at the very start of the game. For example, Illuminati will almost never lose to BruteForce, just because I tested that matchup a lot while developing the AI.

Also, eliminating AIs from the ladder has led to the average ELO rating being far above 1600, which throws the ELO system out of balance.

Here's my proposal:
A fresh start. Wipe the current ratings and reset all AIs to 1600. Start with a huge special round where each AI plays one game against every other (round-robin). Maybe only on (Dry) Arabia, to negate map disadvantages. After that, return to the current format, maybe with some minor changes. Or, if that round turns out to be very interesting, we could even keep the all-vs-all round-robin format permanently.

On the topic of the map pool, right now I would set it to only three maps: Dry Arabia (as opposed to standard Arabia), Ghost Lake and Gold Rush. New maps can be tried and added to the pool, if they prove to play well for all AIs. The reason to replace Arabia with Dry Arabia is obvious, the random lakes in standard Arabia sometimes completely mess up a player's forests, and create an imbalanced map. For the same reason, Dry Arabia is also on average a bit easier to wall than Arabia, which should be of no consequence whatsoever to AI matches.

These are just my suggestions, I hope we'll hear some more opinions before making a decision.

[This message has been edited by Aleph (edited 05-17-2015 @ 00:30 AM).]

The Ruler
Squire
posted 05-17-15 03:07 AM CT (US)     885 / 1174       
indeed I was waiting for illumination for some time already

the current ranking does not mirror the quality of the scripts, some quite underrated like Horde, which was quite unlucky recently, same for some others any direction

- take out the ELO, the former system was more interesting
- only one script per scripter
- all must play multiciv (same civs then or it's designated opponent)
- one map, resticted close gold supply, enemy far or enemy close
- 2 games each match

that's based on the idea to make judging more intresting, longer gameplay, better balancing by still providing some random base same time

Oasis is no-go and Ghost Lake causes building-placements in enemybase, Mongolia causes scoutfailures, Yukatan is ok if the water doesn't block the way to the enemy.

heav'n has no rage like love to hatred turn'd, nor hell a fury like a woman scorned (William Congreve)
scripter64
Wolved
posted 05-17-15 09:46 AM CT (US)     886 / 1174       
I loved the ranking and structure of Ruler's previous ladder site
http://www.myway.de/ladder/index.htm
See the History link for the previous per-round ranking system.

[This message has been edited by scripter64 (edited 05-17-2015 @ 09:50 AM).]

Molotok
Squire
posted 05-17-15 10:43 AM CT (US)     887 / 1174       
I think too that the ladder doesn´t represent the quality of the AIs, because the amount of games played is too low.

- Illuminati and BruteForce have less than 10 games played in total, which is not enough to estimate their ability because even if some AIs might be even in strength one could simply win/lose 4 or more games in a row as I had it in some test match between Promi and the Horde, which was a close match in the end. So at least more than one game should be played per round.

- The Khanate gets 2 games in this round now, instead of those two AIs with <10 games. Newer AIs with the lesser amount of games (or maybe even the most recently updated ones) should be favoured.

- Some AIs have a fixed civ which puts other AIs at disadvantage because one can choose a strong fixed civ and AIs with a random civ choice have a higher chance to pick a worse one. The suggestion using Team Random would eliminate this problem.

I also like Alephs idea of an all vs all round robin between all participating AIs, this seems like the most fair matchup system, but without resetting the current ratings. It would be also nice to put more info in the first post about the rating system you are using, because the normal Elo system uses 400 instead of 150 in the formula. A little table of of rating difference and expected score would be convenient to have some idea about what the numbers actually mean.
Armelon1
Squire
posted 05-17-15 04:55 PM CT (US)     888 / 1174       
I think we have got quite a general idea of the skill levels of the AI's with the current ratings. although some AI's do play in such a way they always beat a serten higher / lower rated AI. Like for example my own Daedric script almost always loses from Juggernaut despite beeing able to beat all the other high rated AI's (well and i can never beat barbie but okey)

Their are sadly quite few AI's and even less active scripters therefor their isnt much real competitive changes to the ladder or the standings. I do however think that a "team random" setting might be better though. as there are indeed sometimes just pure civ wins.

About the maps. I don't think you should take away a oasis because it could be worse for AI's you can jsut tell it to not trush or flush if this map is picked, if your AI has problems with it. although adding more maps would be cool though Limiting the maps would even make it more basic and boring in my point of view.

More games played would give a more fair view on wins / loses though. or atleast it would set everyone even clearer on their own "rating" then again "team random" should make this better too.

And well personaly then i'm not a fan of 1v1's. I enterd this ladder because i could. not because i have scripted for this. I'm always scripting / testing in team settings and therefor don't have to much intrest in this ladder. and well that togather with verry few scripters / activitie on this ladder makes it kinda dull.

For me personaly it would make it alot more fun to have team-game set-ups. and this doesnt even have to be just 2-4 times the same AI. but you could make match-up's with the current elo's so it should always be a balanced team vs a balanced team. and perhaps combining this like.... round one is 1v1's round 2 is 2 v 2 round 3 3 vs 3 to keep more diversity... although still having basicly the same set-up.
Leif Ericson
Seraph Emeritus
posted 05-17-15 05:18 PM CT (US)     889 / 1174       
I posted a new thread where we can discuss this stuff and I explain all the details I can remember about previous threads.

~`o´~|\  Join the fresh and exciting AI Ladder for its fourth season!
´ `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
______|______
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
  `-=<.__.>=-´
Molotok
Squire
posted 05-19-15 06:25 AM CT (US)     890 / 1174       
Judged a few games:

Game #1:
BruteForce 1.15C (FR=> Mayans) vs. The Khanate (FR=> Koreans)
Map Type: Oasis

After BruteForce gets to feudal age slightly quicker, it decides to build an archery range and tower in Khanates base, but Khanate fights it off and flushes with archers/skirms/pikes. Khanate builds a tower which keeps BruteForce from wood.
Meanwhile BruteForce tries to build a tower in Khanates base again and again, but all vills get murdered on the way. BruteForce keeps struggling getting recources and loses a lot of vills. Khanate advances to Castle Age and soon gg is called.

Winner: The Khanate (28:31)
---------------------------------
Game #2:
Chameleon (FR=> Turks) vs. The Khanate (FR=> Teutons)
Map Type: Arabia

Khanate advances faster to feudal age and wants to flush with spearmen and m@a. It builds a useless tower in the middle of nowhere.
Chameleon tries to harass some vills but gets his scout killed by the TC fire. Chameleon attacks with scouts/skirms but decides to destroy the useless tower first. Chameleon advances quicker to castle age.
Meanwhile Khanate massed trash units and sits at his base, both are passive. Finally Chameleon attacks with light cav/cav archers/skirms and kills all trash units and then goes for the eco. Khanate tries to counter with pikes/xbows, but it seems to be too late. Chameleon steadily overpowers Khanate and when siege comes in the game is soon over.

Winner: Chameleon (48:13)
---------------------------------
Game #3:
Juggernaut 1.5 (Huns) vs. Promi 1.4p (FR=> Mongols)
Map Type: Mongolia

Juggernaut drushes with a few militia while Promi gets to feudal age quickly. The drush doesn´t really do any damage and the militia get killed by archers/skirms and a counter attack follows.
Promi successfully damages Juggernauts eco and gains an upperhand. It then reatreats and advances to castle age to secure the win safely with more upgraded units.
Juggernaut tries to attack with trash but is just behind in development and not even in castle age yet. Promi waits somewhat long and finally attacks after advancing to imperial age. Juggernaut fends off the first attack, but gets overwhelmed by the following. The difference in development was just too big.

Winner: Promi 1.4p (53:39)
---------------------------------
Game #4:
Barbarian 2.16c (FR=> Spanish) vs. TRON 0.2R (Mongols)
Map Type: Gold Rush

Barbarian loses 2 vills to wolves, very unfortunate. Barbarian flushes with skirms/spears, both parties lose a few units and Barbarian retreats. Both build up their army and TRON advances to castle age a bit earlier and immediately raids with light cav/skirms/xbows which Barbarian masterfully defends using the TC as help. TRON tries a second raid with light cav, but it gets stopped even faster. Again TRON tries, this time with rams and trash as backup, but the attack again fails and both are now even in score. Attack #4 gets paried again, but the damage done to Barbarians eco is too much and the next attack finally brings the defenses down. The vills are now getting slaughtered and Barbarian resigns.
Note: Barbarian retreated too far to the center, leaving his farmers constantly exposed to TRON.

Winner: TRON 0.2R (46:10)
--------------------------------
Game recs: http://www.dropbox.com/s/d5hmbthlqmdp184/AI Ladder1v1(r40) Jug-Prom+Brut-Khan+Barb-Tron+Cham-Khan.zip?dl=0

Barbarian seems to have pretty bad luck on this ladder, it will be behind Promi now, although it crushed him 35-2 in my tests on these 6 different maps. Tough life.

[This message has been edited by Molotok (edited 05-19-2015 @ 06:27 AM).]

II2N
Squire
posted 05-19-15 09:51 AM CT (US)     891 / 1174       
Actually Barbarian lost 5 villagers to wolves during feudal age... 11

Crusade (Full Random => Vikings) vs. The Horde (Full Random => Celts)
Map Type: Oasis


Horde flushes mostly with skirmishers while Crusade trains men-at-arms, which pretty easily beat the initial skirmisher attack. Horde adds archers and Crusade trains all possible feudal age units.

Crusade decides to attack after Horde has already been at castle age for a while, and Crusade ends up losing most of its army. Crusade advances to castle age as well, but Horde's eco lead is too large for Crusade to keep up at castle age. With assistance of multiple towers Crusade can only hold for a while.

Winner: The Horde
Game time: 0:49:28

Record

[This message has been edited by II2N (edited 05-19-2015 @ 10:29 AM).]

scripter64
Wolved
posted 05-19-15 11:03 AM CT (US)     892 / 1174       
Thanks for judging all of those games, Molotok! GG offwo!
The Ruler
Squire
posted 05-21-15 01:29 AM CT (US)     893 / 1174       
Boss (-> Byz) vs Illuminati (aztecs)

just say- don't mess up with aztecs
after 33 min and one rejected attack Boss was chanceless keeping up in eco/unit.

time : 41 min
Winner : Illu
speeding 3x@fast

rec: https://app.box.com/s/82zrla0a8ciadl3e9jt1klcklv570kbi


edit: Map was Mongolia close position

heav'n has no rage like love to hatred turn'd, nor hell a fury like a woman scorned (William Congreve)

[This message has been edited by The Ruler (edited 05-22-2015 @ 07:29 AM).]

Aleph
Squire
posted 05-21-15 01:03 PM CT (US)     894 / 1174       
Molotok
Squire
posted 05-22-15 11:53 AM CT (US)     895 / 1174       
Finishing Round 40:

Game #1:
IS_Machine (fr: Mayans) vs. The Unknown 5 (fr: Spanish)
Map Type: Mongolia

IS_Machine advances quick to feudal age and flushes with spears/skirms to attack Unknowns wood. Unknown parries the attack with scouts by losing nearly all of them. Machine switches to archers instead of spearmen and continues to harass Unknowns eco without much resistance, but Unknown saved some recources to advance faster to castle age and build a tower to protect the gold and wood.
A few of Unknowns vills died but the damage doesn´t seem too big, at least score wise. Machine advances to castle age a bit later and attacks now with xbows/e-skirms/pikes. They kill a few vills but retreat when they see the conquistador from Unknown, who it seems build a castle meanwhile. Machine builds one too and mixes plumed archers and eagle warriors to the army. Machine attacks again and the few conqs can´t do much since they are outnumbered. Machine continues to kill vills and after the towers are down, it brings in some rams. Unknown has seen enough and resigns.

Winner: IS_Machine (42:01)
---------------------------------
Game #2:
Daedric 1.6d (fr: Chinese) vs. UnfairSteel 6.3 (fr: Spanish)
Map Type: Mongolia

Daedric advances faster to feudal, but hasn´t scouted the enemy until the 15 min mark. When it discovered the enemy TC the scout starts to harass Unfairsteels farmers, getting himself killed by the TC.
Daedric builds an archers only army of about 9 men and attacks, killing a few bypassing hunters from Steel. Steel reacts fast though and has some scouts who chase away the archers, killing a bunch of them. As result Daedric adds some spears to counter those and advances to castle age, although Steel is the first to reach it.
After reaching castle age, Daedric upgrades his now big trash army to xbows/pikes and attacks. Steel throws light cav/skirms/knights/mangonels and some monks to stop that somewhat unorganized attack from Daedric, but the sheer numbers are just too big and Daedric can enter the town, although it soon decides to leave again despite dispatching a ram. It goes on with Daedric retreating a few times after attacking, where as Steel builds some castles meanwhile and conquistadors. The fight goes on to the imperial age, where Daedric overpowers Steel with the bigger and more upgraded army. Siege rams and trebs destroy nearly every castle/tc and Steel blames the non-existing shore fish for its loss. gg.

Winner: Daedric 1.6d (55:11)
-----------------------------------
Game recs: http://www.dropbox.com/s/9anm0zy8aw3p2ic/AI Ladder1v1(r40) IS_Mach-Unk+Daed-Steel.zip?dl=0
Aleph
Squire
posted 05-23-15 04:43 AM CT (US)     896 / 1174       
Seems like Illuminati is rising in the ladder, maybe I should do some more work on it. Too bad playing The Witcher 3 is a full-time job.

BTW Molotov, thanks for running all those games. Never since I joined this lazy (busy) community have I seen a round end that quickly.

[This message has been edited by Aleph (edited 05-23-2015 @ 04:45 AM).]

Promiskuitiv
Squire
posted 05-23-15 04:51 AM CT (US)     897 / 1174       
I would like to play it too but it's still so expensive. :'

Yes, thank you for that!
Games used to be judged faster a few years ago, but still not as fast as this. 11
I also used to judge a lot more than i do now so i will try to judge more games again in the future.

Creator of Promi.
Any feedback is greatly appreciated.
Leif Ericson
Seraph Emeritus
posted 05-23-15 11:22 PM CT (US)     898 / 1174       
New round is up.

~`o´~|\  Join the fresh and exciting AI Ladder for its fourth season!
´ `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
______|______
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
  `-=<.__.>=-´
Molotok
Squire
posted 05-25-15 07:35 PM CT (US)     899 / 1174       
Np , here are some more games, to get the round rollin.

Game #1:
BruteForce 1.15C (fr: Japanese) vs. The Unknown (fr: Spanish)
Map Type: Arabia

BruteForce does a poor job at scouting the enemy, just running around the same place over couple of minutes. In feudal it starts to make some archers, but Unknown attacks with 4 scouts, killing a bunch of wood cutters. After killing those BruteForce starts an immediate counter attack with a few archers and pikes. A few of Unknowns wood cutters die, but BruteForce loses all his army. Unknown advances fast to the castle age while BruteForce builts a tower next to Unknowns stone and tries to kill a few vills.
Despite getting that early to castle age, Unknown doesn´t appear to do anything military wise beside one conquistador and instead starts to fight BruteForces trash units and towers with it´s vills. BruteForce continues to harass Unknown and when it advances to castle age and siege comes in, Unknown gets slowly killed. Maybe the towers at the stone and wood led to Unknowns weird behaviour, Unknown had a somewhat big advantage at some point.

Winner: BruteForce 1.15C (46:59)
---------------------------------------
Game #2:
Chameleon (fr: Koreans) vs. Illuminati 0.3 (Aztecs)
Map Type: Ghost Lake

Both AIs decide to go FC, but Illuminati is much quicker. In castle age both AIs are passive for a long time and Chameleon doesn´t produce any army, wth. Meanwhile Illuminati camps at his base with a bunch of monks, converting any bypassing unit. The monks then move on to Chameleons TC, converting a bunch of vills and units, lol. Chameleon fends off this attack, but then Illuminati advances to imperial and moves in with a big army consisting of basically every unit imaginable.
Chameleon gets wiped out completely in a few minutes, getting his units and buildings converted or destroyed by siege rams.

Winner: Illuminati 0.3 (49:02)
-------------------------------------
Game #3:
Crusade 4.42c (fr: Celts) vs. Illuminati 0.3 (Aztecs)
Map Type: Oasis

Crusade is a little bit later in feudal and goes m@a/archers. Illuminati apparently does the same and attacks, but Crusade defends well and starts an immediate counter attack, killing a few vills but losing all the army. Illuminati quickly advances to castle while Crusade is nowhere near going up. Illuminati attacks again with some skirms/archers, but they are not upgraded and get killed by Crusade, leading again to a counter attack. The counter attack hits Illuminatis eco hard and Illuminati doesn´t have the army to protect the vills.
Crusade keeps the pressure and advances to castle age too, upgrading the trash units. Illuminati is slowly but surely losing ground and resigns.

Winner: Crusade 4.42c (39:07)
------------------------------------
Game recs: http://www.dropbox.com/s/wapni0f45obytdd/AI Ladder1v1 (r41) Brut-Unk + Cham-Illum + Crus-Illum.zip?dl=0
scripter64
Wolved
posted 05-25-15 07:52 PM CT (US)     900 / 1174       
Wololol, GG Aleph! Thanks for judging, Molotok
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