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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:
Leif Ericson
Seraph Emeritus
posted 06-04-14 01:59 PM CT (US)     551 / 1174       
I'll be away for a few days, but I'll try to update the thread soon.

~`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 06-04-14 04:13 PM CT (US)     552 / 1174       
Thanks, Leif
Promiskuitiv
Squire
posted 06-08-14 10:57 AM CT (US)     553 / 1174       
I'll be judging games when i get home again (in a few days).

Edit: When the new round is up.

Creator of Promi.
Feedback is always appreciated. ♥

[This message has been edited by Promiskuitiv (edited 06-13-2014 @ 06:38 PM).]

Promiskuitiv
Squire
posted 06-17-14 00:44 AM CT (US)     554 / 1174       
Sooo Leif, when do you think you'll get around to updating this thread?

Creator of Promi.
Feedback is always appreciated. ♥
Leif Ericson
Seraph Emeritus
posted 06-19-14 04:30 PM CT (US)     555 / 1174       
Tonight (about five minutes ago, actually). I apologize for the delay. I don't have a computer of my own at the moment, so I'm forced to borrow one to update the ladder.

~`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
  `-=<.__.>=-
II2N
Squire
posted 06-21-14 06:21 AM CT (US)     556 / 1174       
Nightmare (Byzantines) vs. Chameleon (Full Random => Persians)

Map Type: Oasis


At dark age Nightmare has difficulties with boar hunting and loses a villager.

Nightmare flushes but its scout bugs apparently due to invalid unit command, and it fails to find Chameleon early. This allows Chameleon to FC freely.

At castle age Nightmare figures out a way to increase crop yield on farms by patrolling them and the food-amount goes past 375f.

Once Chameleon is boomed it easily walks over Nightmare with fully upgraded elephants.

Winner: Chameleon
Game time: 0:56:02


Promi (Full Random => Chinese) vs. Crusade (Full Random => Koreans)

Map Type: Mongolia


A wolf follows Promi's boar lurer and confuses Promi's villagers, delaying feudal age time.

Crusade tower ups heavily at feudal age and trains m@a, skirmishers and archers. Promi uses archers and skirmishers. Crusade attacks after Promi has already been some time at castle age, which is a mass suicide. Promi can then easily counterattack and take the game.

Winner: Promi
Game time: 0:51:42

[This message has been edited by II2N (edited 06-21-2014 @ 07:52 AM).]

scripter64
Wolved
posted 06-21-14 09:42 AM CT (US)     557 / 1174       
GG, Alevo! Thanks for judging, II2N!
Campidoctoris
Squire
posted 06-22-14 06:09 PM CT (US)     558 / 1174       
I'll test tomorrow Juggernaut vs Barbarian. If I want to back I'll need to know better my mates/rivals.

And GG Promi.

Crusade 4.42a. Every setting. AI compatible with UserPatch 1.1
http://aok.heavengames.com/blacksmith/showfile.php?fileid=10618
Xafaxarcos 1. The first chapter of my unfinished AI tutorial
http://aok.heavengames.com/blacksmith/showfile.php?fileid=11317
scripter64
Wolved
posted 06-23-14 09:28 AM CT (US)     559 / 1174       
Great to see you, Campeador! Thanks for judging
Incidentally, Leif, could you update the note in the topic to change v1.3 to v1.4?
Sorry for the trouble!

[This message has been edited by scripter64 (edited 06-23-2014 @ 09:31 AM).]

Promiskuitiv
Squire
posted 06-23-14 04:53 PM CT (US)     560 / 1174       
IS_Machine (Full Random => Byzantines) vs. Boss (Full Random => Chinese)
Map Type: Mongolia

Both AIs fought from the start of the feudal age til the end of the game over 90 minutes later.
The deciding fight was in the castle-age when IS_M had most of the important castle-age upgrades for its units while Boss was still missing the elite-skirmisher upgrade.
Afterwards IS_Machine didn't push its advantage hard enough to end the game quickly and thus it dragged on. The 5+ man attack-groups also didn't seem very effective at cleaning up at the end.

Winner: IS_Machine
Game time: 01:34:45
Recorded game: https://app.box.com/s/mucfrdpzsnkn7ex2yh5l

Creator of Promi.
Feedback is always appreciated. ♥

[This message has been edited by Promiskuitiv (edited 06-24-2014 @ 11:04 AM).]

Campidoctoris
Squire
posted 06-25-14 09:28 AM CT (US)     561 / 1174       
Juggernaut (Huns) vs Barbarian (Random => Japanese)
Map Type: Oasis

Both AIs made a flashy Fast Castle at once. Both at exactly 17:26 and a good economy.

Both feeded a strong army at the samy time than a strong economy. Barbarian tries little skirmishes which are stopped by Juggernaut without too many problems. Japanese xbows vs Hun cav archers+mangonels. So Japanese replace xbows by skirms and use the gold to add scorps.

Both imperialed at a similar time, about 44'. Having Huns a very small advantage in score and imperial time, but the game is very even.

Both get full pop and grew their bases. Barbarian put a castle near an advanced Hun lumber camp, so they expulse a few woodcutters and get advantage in the fight happened there. Meanwhile Huns also attack strongly in the other side of the map, so there are two simultaneous battles. Who will advance faster and get the game?

Thanks to his new small advantages Barbarian get it, snowballs and keep the preassure while Hunninc population is being bucked and bucked.

Winner: Barbarian
Game time: 01:21:15

Recorded game:
https://app.box.com/s/8rcrrvc5n1887ozl034q

Crusade 4.42a. Every setting. AI compatible with UserPatch 1.1
http://aok.heavengames.com/blacksmith/showfile.php?fileid=10618
Xafaxarcos 1. The first chapter of my unfinished AI tutorial
http://aok.heavengames.com/blacksmith/showfile.php?fileid=11317
scripter64
Wolved
posted 06-25-14 09:29 PM CT (US)     562 / 1174       
GGs!
John the Late
Knight
posted 06-27-14 01:35 PM CT (US)     563 / 1174       
Wow, Horde took the lead once again! Always nice to see that AI scripting is still active and the scripts being improved - and always stronger than before.
II2N
Squire
posted 06-28-14 08:49 AM CT (US)     564 / 1174       
The Khanate (Full Random => Mongols) vs. Flash Myn (Mayans)

Map Type: Arabia


Khanate does a fast 23 pop feudal, but it lacks to wood required to immediately drop more military buildings. It builds a forward tower and at 17min attacks Flash with a few archers and scouts. Flash has trains a couple of archers, which are immediately killed. Khanate prevents Flash from accessing its only lumber camp. At castle age Khanate allows Flash to rest for a while before finishing Flash with a massive cavalry army.

Winner: The Khanate
Game time: 0:44:31

Record

[This message has been edited by II2N (edited 06-28-2014 @ 09:18 AM).]

Promiskuitiv
Squire
posted 07-03-14 04:56 PM CT (US)     565 / 1174       
Tron (Mongols) vs. The Horde (Full Random => Japanese)
Map Type: Gold Rush


Tron places its mill next to shore fish in a small puddle which hurt it a bit. The second mill was next to deer which he then proceeded to hunt. Tron also ignored two close gold patches and built its mining-camp in the center of the map.
Both AIs train a feudal army though noone actually wanted to attack, so both AIs just built up a bit until both eventually advanced to the castle age (Tron being a bit faster at that).
What then followed were many skirmishes in the center of the map where Horde's only 'active' mining-camp was (already used the gold in its base up). The same was true for Tron but he fortified his mining-camp with a castle and thus the only one who lost lots of gold miners (and gold income) was The Horde.
Before even advancing to the imperial age Tron converted that advantage into a victory.

Winner: Tron
Game time: 00:56:26
Recorded game: https://app.box.com/s/jtvrxqvskhp4jx7j8njf

Creator of Promi.
Feedback is always appreciated. ♥

[This message has been edited by Promiskuitiv (edited 07-03-2014 @ 05:16 PM).]

II2N
Squire
posted 07-04-14 04:46 AM CT (US)     566 / 1174       
UnfairSteel (Full Random => Britons) vs. Juggernaut (Huns)
Map Type: Ghost Lake


Steel does a very slow flush with pop 31 feudal. However Juggernaut's main gold is forward, and Steel's flush pushes Juggernaut's gold miners away before it can afford more than two knights.

Juggernaut builds a mining camp on back gold and trains a mangonel, which proves great power against Steel's flushers. Juggernaut can eventually counter the attackers with a couple mangonels and a few knights despite Steel's notably higher numbers.

Before Steel is able to click up Juggernaut attacks with mangonels and knights, and Steel is unable to defend against them. Steel finally resigns when a wolf eats the last remaining villager.

Winner: Juggernaut
Game time: 0:43:44

Record

[This message has been edited by II2N (edited 07-04-2014 @ 05:24 AM).]

Leif Ericson
Seraph Emeritus
posted 07-05-14 05:15 PM CT (US)     567 / 1174       
Just Nosferatu vs. The Unknown to go. I'll update the ladder after that game is played.

~`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
  `-=<.__.>=-
Leif Ericson
Seraph Emeritus
posted 07-11-14 09:48 PM CT (US)     568 / 1174       
I tried to play the Nosferatu vs. The Unknown game myself, but I wasn't able to install the latest update for The Unknown. Neither WinRAR or 7zip was able to unzip it successfully. I assume this is just an issue on my end, but that means someone else will need to play this 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 07-12-14 10:21 AM CT (US)     569 / 1174       
Looking into it
II2N
Squire
posted 07-12-14 10:42 AM CT (US)     570 / 1174       
Leif, after the last time AIS was hacked, all uploads broke.
Leif Ericson
Seraph Emeritus
posted 07-12-14 11:02 AM CT (US)     571 / 1174       
Ah, that's pretty frustrating.

~`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 07-12-14 11:20 AM CT (US)     572 / 1174       
The_Unknown (Random => Turks) vs. Nosferatu (Vikings)
Map Type: Mongolia


For Unknown, all seemed fine during the Dark Age, except for a little issue with the scout deer luring. Nosferatu's scout had some trouble finding its other 4 sheep (they were quite far away), and it only hunted 1 of its 2 boar. The second boar was on the other side of a large forest, so it probably would have been a risky lure if it tried.

After reaching the Feudal Age, Nosferatu attempted a forward tower in front of Unknown's town, but a few scouts and villagers were ready for it. Unknown's scouts then kind of roamed around the map, getting a few forward builders, until their exploring scout found Nosferatu's archery range under construction. The scouts were able to attack many villagers attempting to build that archery range, so it may have been best if Nosferatu cancelled the construction with the sn.

As this was happening, Unknown reached the Castle Age and Nosferatu was able to get several forward towers around Unknown's town. Unknown, now without scouts, tried to defend with jannisaries, but Nosferatu protected its towers with archers, skirmishers, and m@as. Battles continued in Unknown's town and a mini tower forest began to grow behind a cliff in front.

In time, the jannisaries accumulated to the point where they were able to bring the towers down, along with all of the Feudal Age protection. Once Unknown reached Imperial, it had a full population army of jannisaries, monks, hussars, and artillery bombard cannons. The hussars raided Nosferatu, while more siege was created from forward workshops. The game ended soon after. GG!

Winner: The_Unknown
Game time: 0:52:03

Record

[This message has been edited by scripter64 (edited 07-12-2014 @ 11:23 AM).]

Leif Ericson
Seraph Emeritus
posted 07-12-14 11:25 PM CT (US)     573 / 1174       
Excellent. 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
  `-=<.__.>=-
Campidoctoris
Squire
posted 07-13-14 12:25 PM CT (US)     574 / 1174       
Nice! I'll test Barbarian vs The Horde.

Crusade 4.42a. Every setting. AI compatible with UserPatch 1.1
http://aok.heavengames.com/blacksmith/showfile.php?fileid=10618
Xafaxarcos 1. The first chapter of my unfinished AI tutorial
http://aok.heavengames.com/blacksmith/showfile.php?fileid=11317
John the Late
Knight
posted 07-13-14 08:23 PM CT (US)     575 / 1174       
Why do people hack aiscripters? I just see no reason for that.
scripter64
Wolved
posted 07-13-14 10:20 PM CT (US)     576 / 1174       
It's like the most peaceful place on the internet and yet it's hacked multiple times each year. It's a mystery :'
John the Late
Knight
posted 07-13-14 10:48 PM CT (US)     577 / 1174       
It's like the most peaceful place on the internet
That's surprisingly accurate.
II2N
Squire
posted 07-14-14 09:52 AM CT (US)     578 / 1174       
Juggernaut (Huns) vs. TRON (Mongols)
Map Type: Oasis


TRON does its usual defensive scout+archery flush. Juggernaut switches from FC to flush after detecting TRON's flush. Juggernaut attacks at feudal age but doesn't get past TRON's defence.

Juggernaut's flush is pretty light and it's notably faster at reaching castle age. It takes the advantage of this by adding more TCs before TRON while training knights and cavalry archers. TRON attacks at early castle age, but Juggernaut's army composition counters TRON's light cavalry and crossbowmen pretty well.

Since Juggernaut has been booming for longer time than TRON, it gains a massive economy lead and manages to collect all relics. TRON tries hitting Juggernaut again at late castle age, but Juggernaut has already two castles up, and it becomes a massacre. With most TRON's army destroyed Juggernaut's way to TRON is clear, and TRON is unable to defend against heavy attack.

Winner: Juggernaut
Game time: 0:58:20

Record


Promi (Full Random => Saracens) vs. UnfairSteel (Full Random => Persians)
Map Type: Oasis


Both AIs drop a castle and boom. Promi loses multiple explorers to Steel's castle while booming.

After a long passive period Steel eventually attacks with paladins, hussars and hand cannoneers, but Promi's mamelukes can deal with them. Promi starts a slow push that Steel can't stop at any point.

Winner: Promi
Game time: 1:05:43

[This message has been edited by II2N (edited 07-14-2014 @ 01:36 PM).]

Leif Ericson
Seraph Emeritus
posted 07-20-14 07:25 PM CT (US)     579 / 1174       
Updated.

Some interesting trivia: Tron's 5-game winning streak was broken by Juggernaut. UnfairSteel, once at the top of the Cavaliers League is now in the Knights League after a 3-game losing streak. Promi is on a 3-game winning streak and has entered the Cavaliers League for the first time.

~`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 07-21-14 02:54 AM CT (US)     580 / 1174       
TRON had a nice streak there
John the Late
Knight
posted 07-21-14 08:50 AM CT (US)     581 / 1174       
In the ELO system, a single victory/loss can have a big effect on a rating/position.

Is there a clearly "best" AI?
Leif Ericson
Seraph Emeritus
posted 07-22-14 00:35 AM CT (US)     582 / 1174       
I currently am using a fairly high K value (48 instead of 32), so that could explain some of the jumping around. I thought it'd be good for the ladder to be more dynamic.

~`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
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   .....Hinga Dinga Durgen! - SpongeBob
  `-=<.__.>=-
zergs
Squire
posted 07-22-14 04:15 AM CT (US)     583 / 1174       
Also most AI using random civ is a factor that adds to the shift.
Campidoctoris
Squire
posted 07-22-14 06:02 AM CT (US)     584 / 1174       
I can't unzip The Horde 3.2. I could judge with the version 2.26, but it should be unfair to use an old version having a more updated one.

How could I resolve this problem?

Crusade 4.42a. Every setting. AI compatible with UserPatch 1.1
http://aok.heavengames.com/blacksmith/showfile.php?fileid=10618
Xafaxarcos 1. The first chapter of my unfinished AI tutorial
http://aok.heavengames.com/blacksmith/showfile.php?fileid=11317
scripter64
Wolved
posted 07-22-14 06:08 AM CT (US)     585 / 1174       
It's likely related to how all files on aiscripters are broken after it was recently hacked again :'
I think Archon would need to reupload.
zergs
Squire
posted 07-22-14 04:44 PM CT (US)     586 / 1174       
I uploaded it over at aiscripters. Use the 3.3 (even though it's a beta version) version.
Campidoctoris
Squire
posted 07-29-14 11:50 AM CT (US)     587 / 1174       
The Horde (Japanese) vs Barbarian (Koreans)

Ancient Greeks disliked bows, but Middle Age Japanese samurais considered them nice and important weapons.

So this time, japs, instead of katanas tried an agressive skirmishers flush, just with a few archers to relax food requirements. Feudal time: 11:23

I ignore if Koreans had thought in the same strategy from the start or if they cancelled a Fast Castle rush because Japanese agresiveness. But they finished doing the same tactic with a feudal time of 13:54.

Not sure about it, but I think that The Horde had to build their blacksmith before to their 3rd archery range, because they often had one of the 3 idle.

Japanese speed had destroyed Koreans inmediately if it weren't for two factors:
- A very well placed in fron of Korean base.
- Koreans wisely stocked their skirms at the archery ranges because they were clearly outnumbered.

The result was Japanese skirms dying under turret fire. There are only two ways to keep attack and win under such circumstance:
- A code to allow soldiers to a different target. My Userpatch knowledge is very obsolete (it wasn't never very high ) and I don't know if it is possible.
- A code to add m@ or scouts to the attack. With pure archers/skirms you need a really huuuuuge number of units to destroy towers.

But Japs went up with the same tactic and lost too many soldiers. So later Koreans outnumbered them and counteratacked.

Japs survived because Korean army spent too much time regrouping, so often they only fight with a small percentage of their units. Despite to all they got advantage.

Both sides advance to castle, upgrade skirms and archers, build a monastery and more town centers, etc. But Koreans they did it sooner than their rivals, so it was too late for japs to resist their massive attack.


Winner: Barbarian
Time: 0:41:45


Recorded game:
https://app.box.com/s/bdac66apzwfbbq2yk9hm

Crusade 4.42a. Every setting. AI compatible with UserPatch 1.1
http://aok.heavengames.com/blacksmith/showfile.php?fileid=10618
Xafaxarcos 1. The first chapter of my unfinished AI tutorial
http://aok.heavengames.com/blacksmith/showfile.php?fileid=11317
scripter64
Wolved
posted 07-29-14 05:38 PM CT (US)     588 / 1174       
Nice review, thanks Campeador!
Campidoctoris
Squire
posted 07-30-14 04:32 AM CT (US)     589 / 1174       
I'll test now Chameleon vs Flash Mayan.

I'm interested in their progresses.

Crusade 4.42a. Every setting. AI compatible with UserPatch 1.1
http://aok.heavengames.com/blacksmith/showfile.php?fileid=10618
Xafaxarcos 1. The first chapter of my unfinished AI tutorial
http://aok.heavengames.com/blacksmith/showfile.php?fileid=11317
II2N
Squire
posted 07-30-14 05:47 AM CT (US)     590 / 1174       
Thanks for judging. Barbarian 2.15 is already out, though 2.14b did well enough so it doesn't matter. Barbarian was going for FC (probably castle drop) but switched to flush defence. You could join the IRC channel some time :P

With UP AIs can technically do almost anything humans can do, including some micro. It's possible to select exact target for attack and thus avoid targeting buildings behind towers/TCs.

Crusade (Full Random => Britons) vs. The Khanate (Full Random => Teutons)
Map Type: Arabia


Crusade's hits feudal age at 11:47 but doesn't immediately afford any military building. Khanate does early feudal 6 militia rush without m@a upgrade. To protect gold and wood Crusade builds a tower next to lumber camp. However Khanate's forward tower attracts some Crusade's archers to death before Crusade knocks it down. Khanate doesn't wait for numbers before attacking, and Crusade can pick off the outnumbered soldiers.

Khanate is faster to reach castle but it can't compete with Crusade's military production. When Crusade at 40:42 arrives at castle age, Khanate has nothing to do any more.

Winner: Crusade
Game time: 0:55:26

Record

[This message has been edited by II2N (edited 07-30-2014 @ 06:05 AM).]

neilkaz
Squire
posted 08-01-14 12:41 PM CT (US)     591 / 1174       
Since the UP now supports pop limits of 1000, I urge you all to change the rules and raise pop limits. I would certainly think the any modern computer can handle a 1v1 with pop limits of 1000.

I've played many AI wars and some 1v1's don't reach high pops since someone is killed as a result of a flush or killed in the castle age, sometimes as the result of suffering too much damage to a flush or flush defense and/or then being too slow to castle.

Other games and especially team games go to Imperial and then the huge 200 or more vil super boom economies can field hundreds of units. I believe that this is playing the game to its fullest and the best test of UP AI programming. It is fun to watch armies with 200+ units fighting and watching the replacement troops come into battle. Of course, in 1v1's the gold runs out (other than what you can get with the market at lowest limit) and trash units become extremely popular and necessary.

Rarely in a 1v1 do pops go much above 500 and that is usually only when one side has a big advantage and is just preparing the mop up army.

While it is somewhat a different game to play at pop 1000 (or 500) than 200, I really think it is the best test of our current high end UP AI's.

Thx, in advance, for considering to raise the pop limit for the ladder.

.. neilkaz ..
Leif Ericson
Seraph Emeritus
posted 08-01-14 04:14 PM CT (US)     592 / 1174       
I'm open to the idea, but I'd like to hear what other scripters think.

~`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
  `-=<.__.>=-
zergs
Squire
posted 08-02-14 05:50 AM CT (US)     593 / 1174       
I don't think that's a good idea. It makes the goth's already good late game totally ridiculous. And it helps some civs more than others in late game, as I think aztec, mayans, britons and byzantines benefit more from it than for expample paladin civs. And the first two civs of those are already more than good enough in AI games.

[This message has been edited by zergs (edited 08-02-2014 @ 08:48 AM).]

neilkaz
Squire
posted 08-02-14 05:15 PM CT (US)     594 / 1174       
Zergs, I found a bug when playing The Horde with pop 1000 (perhaps with lower pop limits well above 200 as well).

Once total pop gets to about 200, the normal rule to build new houses when pumping units from several places screws up and MANY new houses are quickly built sometimes resulting in having housing for 600 with a pop of 275 for example.

This, of course, wastes wood, and man hours.

I trust that this will be an easy fix for you.

EDIT: Juggernaut is also suffering from this same bug!

.. neilkaz ..

[This message has been edited by neilkaz (edited 08-02-2014 @ 06:35 PM).]

Campidoctoris
Squire
posted 08-03-14 09:46 AM CT (US)     595 / 1174       
IMHO 1000 pop could be nice for a single tournament,for example to test our AIs in this setting, which is used for quite current players.

Anyway, this game was designed for 200 pop and a higher limit could cause the civ unbalances that Zergs have mentioned. So I suggest to keep it 200 pop for the Ladder.

If you set it finally to 100 pop, I won't protest too much, but in such case I'll suggest to give time to the scripters to prepare their AIs, because it's possible that not all of them are ready for it. I'd need to read my own code to know if Crusade can play it. XD

P.D: Ok, last sentence is a joke, I know that Crusade can because I once tested it in a DM match vs an AI prepared for it. Crusade could fight, but it lost. XD

Crusade 4.42a. Every setting. AI compatible with UserPatch 1.1
http://aok.heavengames.com/blacksmith/showfile.php?fileid=10618
Xafaxarcos 1. The first chapter of my unfinished AI tutorial
http://aok.heavengames.com/blacksmith/showfile.php?fileid=11317

[This message has been edited by Campidoctoris (edited 08-03-2014 @ 09:47 AM).]

Campidoctoris
Squire
posted 08-03-14 10:25 AM CT (US)     596 / 1174       
Flash Mayan (Mayans XD) vs. Chameleon (Full Random => Saracens)

Map Type: Ghost Lake

Both AIs delayed intentionally their feudal times to get a stronger economy and an acceptable castle age time. Although with a few feudal soldiers to prevent possible flushes.

Saracens built inmediately a second TC which improved their economy. Mayans didn't, because their gold dependant army composed by xbows and eagles, which needn't a strong ecnomy to work, so the could keep higher military numbers. They still decided to wait a little because xbows are more dangerous when massed.

It seemed that the attack was going to destroy Saracen army, but their strong economy provided enough forces to resist, despite that their army wasn't adequate (cav archers and skirms lost to eagles, and pikes to eagles and to archers). The result was a tie, so they arrived to imperial in 48' and with similar conditions.

In imperial transition a few Mayan units that hadn't arrived to the war destroyed an advanced Saracen siege workshop and the scorps which weren't created there, while the rest of Saracen troops ignored it because it happened out of their town-size.

In late imperial both civs got full pop and techs. Saracens attack, and it seemed taht they were going to lose because their inadequate army composition. Instead they won because they had many more military buildings and could replace soldiers much easier. Meanwhile, Mayans, despite to have a lot of resources, they lacked enough buildings to spend them at time.


Winner: Chameleon.

Time: 1:26:04

Recorded game:
https://app.box.com/s/8psqu79fbp9tls9psapt

Crusade 4.42a. Every setting. AI compatible with UserPatch 1.1
http://aok.heavengames.com/blacksmith/showfile.php?fileid=10618
Xafaxarcos 1. The first chapter of my unfinished AI tutorial
http://aok.heavengames.com/blacksmith/showfile.php?fileid=11317
scripter64
Wolved
posted 08-03-14 12:15 PM CT (US)     597 / 1174       
GG rob! Sounds like a nice long game, thank you for judging, Campeador!
Campidoctoris
Squire
posted 08-04-14 08:59 AM CT (US)     598 / 1174       
I'll test now Nightmare vs Nosferatu.

Crusade 4.42a. Every setting. AI compatible with UserPatch 1.1
http://aok.heavengames.com/blacksmith/showfile.php?fileid=10618
Xafaxarcos 1. The first chapter of my unfinished AI tutorial
http://aok.heavengames.com/blacksmith/showfile.php?fileid=11317
II2N
Squire
posted 08-07-14 05:34 AM CT (US)     599 / 1174       
Boss (Full Random => Spanish) vs. The Unknown (Full Random => Spanish)
Map Type: Oasis


The small difference between Random and Full Random civilization can be seen and the match turns out to be a Spanish war.

Unfortunately for Boss it drops the first lumber camp at stragglers, which hurts its wood production.

Unknown is faster to reach feudal age at 12:xx and goes for a scout rush. Boss scouts with multiple spearmen and loses some to scouts. No other fighting occurs at feudal age and from scout rush Unknown proceeds to castle drop.

Neither AI wants to attack at castle age and both boom heavily. Boss does its usual infantry-archery mix while Unknown trains hussars and conquistadors. Grouped attack-now has bad battle performance and it causes unnecessary casualties for both AIs.

Unknown takes advantage of Spanish full trash lines and adds skirmishers and halberdiers in later game. For a long time no one seems to be achieving clear advantage, but eventually Boss' economy appears to be stronger. Unknown's high maximum drop distances and lack of mills make it have farms at large distance and villagers prefer fish further away instead, which forces the villagers to walk through Boss' town. Unknown doesn't build new lumber camps enough often either.

It becomes a fight against time; Boss will have to defeat Unknown soon, or the match will be a draw. Boss tries to siege Unknown, but Unknown's remaining soldiers hold the attackers well, and Boss can't push through in time.

Unknown would have resigned at 2:05:45.

Winner: -
Game time: 2:00:00

Record

[This message has been edited by II2N (edited 08-07-2014 @ 06:36 AM).]

Campidoctoris
Squire
posted 08-08-14 04:31 AM CT (US)     600 / 1174       
I have again problems to test. This time with Nightmare, from Alevo, because the zip file from aiscritpers is damaged.

Could anyone link an undamaged file?

Crusade 4.42a. Every setting. AI compatible with UserPatch 1.1
http://aok.heavengames.com/blacksmith/showfile.php?fileid=10618
Xafaxarcos 1. The first chapter of my unfinished AI tutorial
http://aok.heavengames.com/blacksmith/showfile.php?fileid=11317
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