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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 08-29-16 12:10 PM CT (US)     1001 / 1174       
Tribal Warriors has entered the ladder with a 1546 rating!

~`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 08-29-16 02:04 PM CT (US)     1002 / 1174       
Tribal vs. IS_Machine
Match 1 - Tribal (random -> Persians) vs. IS_Machine (random -> Chinese) - Yuck!atan

Tribal does a flush, but it seems poorly planned: It trains M@A, build 2 ranges - which stay idle for a long time because it's trying to train archers despite having almost no gold - and idles its TC. It also researches padded archer armour before fletching and before even having a single archer - just making the TC idle time worse. When it finally starts mining more gold, it switches to pure skirms and doesn't even need it anymore. Tribal does win the initial feudal fight, however, and goes castle much faster than ISM, switching to xbows. AGAIN it researches the archer armour up before bodkin arrow. In fact, the bodkin arrow research is delayed for about 10 minutes! But none of those things prove important, because most importantly Tribal never built more than 2 ranges, nor any stables, so despite having tons of resources (including >2000 wood) it can't train any serious amount of units. It did build a siege workshop but didn't train a single mangonel either.

Tribal seems to have massive problems when the game lasts longer than Feudal Age. Estyty, you have much more important things to take care of than trying to counter a defensive tower!

Winner: IS_Machine

Match 2 - Tribal (random -> Chinese) vs. IS_Machine (random -> Huns) - Gold Rush

Tribal finds it first sheep very quickly, so initially it has a good Chinese start. But then, when it doesn't find more sheep before the first ones run out, it makes the big mistake of building the lumber camp instead of the mill first, making all its villagers run from the TC to the berries and back again, leading to more TC idle time. Tribal reaches feudal later than ISM and goes straight skirms. Tribal has some single units idling in the middle of the map and doesn't automatically gather them in its town. ISM attacks and defeats Tribal's army. Tribal's eco balance is completely out of balance for what it is training, having 1000 excess gold in feudal. It clicks goes up castle a little bit earlier than ISM, but the game is decided already.

Winner: IS_Machine

Tribal 0 - 2 IS_Machine
RECS

[This message has been edited by Aleph (edited 08-29-2016 @ 03:39 PM).]

scripter64
Wolved
posted 08-29-16 03:54 PM CT (US)     1003 / 1174       
GG estyty! Thanks for judging, Felipe
estyty
Squire
posted 08-30-16 02:57 AM CT (US)     1004 / 1174       
I like the idea to start at the bottom

I'll studie those recorded games and plz, wait my next update before any new game with tribal <3 I think i already fixed some of the issues related here !
Aleph
Squire
posted 08-30-16 11:15 AM CT (US)     1005 / 1174       
Leif, I already judged the Promi vs Jugger games on the previous page. Just making sure you don't overlook them, seeing as you already updated the OP.

TRON vs. Juggernaut
Match 1
- TRON (Mongols) vs. Juggernaut (Huns) - Ghost Lake
Winner: TRON

Match 2 - TRON (Mongols) vs. Juggernaut (Huns) - Gold Rush
Winner: TRON

TRON 2 - 0 Juggernaut
RECS

[This message has been edited by Aleph (edited 08-30-2016 @ 11:48 AM).]

Leif Ericson
Seraph Emeritus
posted 08-30-16 08:07 PM CT (US)     1006 / 1174       
Thanks, Aleph. I missed that.

~`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
  `-=<.__.>=-´
CheeseOnToast
Squire
posted 09-01-16 09:44 PM CT (US)     1007 / 1174       
Illuminati(Aztecs) vs Boss (Random->Mongols)

Map: Arabia

Due to Boss' lack of adaptability it couldn't count the monk rush and lost very quickly.

Winner: Illuminati

Illuminati(Aztecs) vs Boss (Random->Saracen)

Map: Arabia

Due to Boss' lack of defensive units to counter the eagle flood, it lost very quickly.

Winner: Illuminati

Final result: 2-0 to Illuminati

Recorded games: https://app.box.com/s/5edqtdaolsf61ixb6ppw7bm8a8ld61pu



Illuminati(Aztecs) vs The Horde (Random->Chinese)

Map: Ghost Lake

Illuminati's m@a's were too slow to enemy base and werent able to do any damage which gave The Horde time to reach castle age and get elite skirmisher and crossbow and easily take down Illuminati.

Winner: The Horde

Illuminati(Aztecs) vs The Horde (Random->Goths)

Map: Ghost Lake

Horde suffered a bug where it didn't build any military production buildings till late imperial, Illuminati has a lot of suicidal feudal tendacies which results in it losing a lot of units.

Winner: Illuminati

Recorded games: https://app.box.com/s/3ovbpq3lgu1vx95d8ly2mguh79xm8li2

Final result: 1-1

[This message has been edited by CheeseOnToast (edited 09-01-2016 @ 10:27 PM).]

zergs
Squire
posted 09-02-16 04:20 AM CT (US)     1008 / 1174       
Horde had other imperial age issues as well, like maximum military of 210 in that goth game. Never seen something like that before. I'd say that was a well earned loss.
@Aleph:ggs
Aleph
Squire
posted 09-02-16 04:58 AM CT (US)     1009 / 1174       
I've noticed it in one of my tests too, Horde deleted most of its vills when at pop limit. In that game it was winning anyway, though.


BruteForce vs. Chameleon
Match 1
- BruteForce (Huns) vs. Chameleon (random -> Mongols) - Arabia

Chameleon rolls MuRRay Noctua. Brute has a good dark age, goes up on 24pop and trains archers and skirms. Chameleon is far too slow and can't defend against Brute's initial attack.
One note for Brute: It trained unupgraded scouts throughout the entire castle age.

Game Time: 39:18
Winner: BruteForce

Match 2 - BruteForce (Huns) vs. Chameleon (random -> Celts) - Arabia

Chameleon rolls Offwo Woad Raid (castle drop). Brute decides for a scout rush at the start of the game. Brute starts searching for the enemy very late and can't find them. Maybe the newly trained scouts should helping scouting in this case? Or just write some DUC scouting to find the enemy quickly.
It only finds Chameleon at almost 20 minutes game time, at the sime time Cham reaches Castle Age (far too slow, both of them!) Brute attacks and does some damage, Chameleon has far too few villagers tasked to build its castle (only 3), but gets it up eventually. Brute's archers don't retreat from the castle and are massacred. Once in castle age, Brute masses cav archers but doesn't research bloodlines despite having more than enough food. Chameleon has some woads and skirms, but not enough and they fight in no man's land instead of under the castle.

Game time: 48:48
Winner: BruteForce

BruteForce 2 - 0 Chameleon
RECS

[This message has been edited by Aleph (edited 09-02-2016 @ 01:20 PM).]

scripter64
Wolved
posted 09-02-16 07:50 PM CT (US)     1010 / 1174       
GG, cot! Thanks for judging and listing the strategies, aleph
Aleph
Squire
posted 09-04-16 07:02 AM CT (US)     1011 / 1174       
Daedric vs. Boss
Match 1 - Daedric (random -> Teutons) vs. Boss (random -> Saracens) - Mongolia
Boss is too slow at aging up. And it really needs a resign rule.
Winner: Daedric

Match 2 - Daedric (random -> Goths) vs. Boss (random -> Huns) - Gold Rush
Daedric stubbornly kept making archers/xbows vs Boss' skirms. Boss has a bad habit of sending its units one by one and fighting with villagers even vs xbows. Both AIs should've made mangonels. Neither AI used the strengths of their civ.
Winner: Boss

Daedric 1 - 1 Boss
RECS


I shamelessly tried to boost Daedric's ELO before its game vs Illuminati. It backfired
Leif Ericson
Seraph Emeritus
posted 09-04-16 03:30 PM CT (US)     1012 / 1174       
I shamelessly tried to boost Daedric's ELO before its game vs Illuminati.
Shame.

~`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
  `-=<.__.>=-´
CheeseOnToast
Squire
posted 09-04-16 09:38 PM CT (US)     1013 / 1174       
Illuminati(Aztecs) Vs Crusade (Random->Celts)

Map: Mongolia

Illuminati chatted that it was changing strategies a lot from a mush to klew and then went for archers instead, it also detected that Crusade was drushing when it wasn't, it was making maa, it also assumed that one forward tower = being trushed though in the end, Crusade lost its potential advantage and blew its chances of winning.

Winner: Illuminati

Illuminati(Aztecs) Vs Crusade (Random->Teutons)

Map: Mongolia

Both AI's go for a flush but Crusades flush is usually insane with a lot of units and fu upgrades. Illuminati trains a lot of spearmen though I guess its in response to Crusades scout numbers, economy is also a bit messed up (gold imbalance) which makes it have a very slow castle time. When Illuminati hits castle age its missing a few critical upgrades such as crossbow... elite skirmisher... pikeman with that amount of spears... Crusade was better set up with its fu units and economy and Illuminati just goes 200 pop with no siege and loses all of its pop in a matter of seconds.

Winner: Crusade

Final Result: 1-1

Recs: https://app.box.com/s/fuqoqlxo293rb2dmifo0q95u01je7xx3

[This message has been edited by CheeseOnToast (edited 09-04-2016 @ 09:39 PM).]

Aleph
Squire
posted 09-04-16 10:47 PM CT (US)     1014 / 1174       
That failed boar steal in game 1!! Glorious.
estyty
Squire
posted 09-05-16 09:59 AM CT (US)     1015 / 1174       
I uploaded my new version, the 3.8 !
http://forums.aiscripters.com/viewtopic.php?f=8&t=3174

I changed the resign.per to prevent some waste of the time of my dear judges <3

Btw i wanna judge some games too. Do i have to tell first which game i wanna judge or i just do it and post the result ?
Aleph
Squire
posted 09-05-16 11:05 AM CT (US)     1016 / 1174       
You can just do it. I usually make the post when I start judging it and edit it later, just so it isnt judged by 2 people at the same time.
estyty
Squire
posted 09-05-16 02:45 PM CT (US)     1017 / 1174       
Games judged : BARBARIAN vs JUGGERNAUT

game 1
Map (RLM_ladder) : Arabia
Jugg : hun
Barb : Mayan

Juggernaut lost a villager against a boar but decided to drush 4 militians ; he reached barbarian town arround minute 11, when barby have reached feudal-age. The jugger's militians permitted him to kill some first skirmishers and one archer. But Barbarian could eventually kill the militians and counter attacked efficiently, especially thx to a hill, just in the front of jugger's town, in the position of the gold mine and the lumber camp! The goldmine was impossible to protect, without a decent number of feudal army. barby towered the mining camp and reached castle minute 26 with a massive army of crossbows and skirms. Juggernaut died without resistance...
Winner : Barbarian
Game lenght : almost 40 min

game 2
Map (RLM_ladder) : Yucatan
Jugg : hun
Barb : Aztec

As the game before, Juggernaut went for a drush but that one worked pretty well. He trained 6 militians which were able to kill 4 villagers gathering berries. When Barby started training feudal units, Jugger retreated and eventually reached feudal minute 14. At that point, jugger first assault was a real success and he could train fastle a feudal army for a second rush ; Barbarian had trained archers to counter the drush and his mixed army (archers+skirms) couldn't counter the army of juggernaut, massively composed with skirmishers. One forward tower confirmed the superiority of juggernaut at that step of the game. But Barbarian is barbarian and, despite a hard situation, he could maintain the suspens when both had reached castle-age, with the use of mangonels which hurt badly the jugger's amy. Jugger went cavalry-archer and kept pushing. Barbarian used his whole weak resources with a great balance
to defend his town pretty well ; Juggernaut eventually reached imperial and his constant pressure gave him the win.
Winner : Juggernaut
Game lenght : 01:01:33

RECORDED GAMES :
[url=http://ahp.li/3d621823f39e42617dc6.rar][/url]
Aleph
Squire
posted 09-06-16 05:42 PM CT (US)     1018 / 1174       
That's enough Aztecs for now. Illuminati's ladder civ is now Celts! Leif, please put that into the OP.

The Horde vs. Crusade
Match 1 - The Horde (random -> Saracens) vs. Crusade (random -> Goths) - Oasis

The Horde was very good dark age villager and sheep micro, ups with 25pop and does a ranged flush. Crusade trains a mixed army of ranged units and lots of scouts - but without any goth m@a. Neither AI feels like attacking, until Crusade makes the first move - just as The Horde reaches the castle age. Horde's upgraded units easily defend and counterattacks. Crusade ups too and trains a few knights but switches to longswords, skirms and cav archers - Horde trains xbows and some siege. Horde has a tendency to gather all its troops under its home TC even when the front of its town is under attack - leading to many easy villager kills for Crusade. Once Crusade adds Huskarls into the mix The Horde is unable to defend any longer.

Match length: 54:41
Winner: Crusade

Match 2 - The Horde (random -> Huns) vs. Crusade (random -> Franks) - Ghost Lake

Horde doesn't find its first sheep instantly, and its villagers stand completely idle for a short while. In feudal, again both AIs mass armies but don't attack. The fighting in early castle is very even, but Horde is also booming while Crusade never even builds a 2nd TC.

Match length: 52:37
Winner: Horde

The Horde 1 - 1 Crusade
RECS

[This message has been edited by Aleph (edited 09-06-2016 @ 06:25 PM).]

Promiskuitiv
Squire
posted 09-06-16 06:14 PM CT (US)     1019 / 1174       
Judging Chameleon vs ItalianSword_Machine

Chameleon (=> Vikings) vs. IS_Machine (=> Chinese)
Map: Goldrush

Review:

IS_Machine went for a flush against Chameleon's FC and was able to deal enough economic damage early on to snowball that advantage to a victory from there with a final push in the castle age.

Winner: IS_Machine


Chameleon (=> Byzantines) vs. IS_Machine (=> Aztecs)
Map: Ghostlake

Review:

The game played out almost exactly as the first one, IS_Machine dealt decent damage in the feudal age whereas Chameleon's FC didn't pay off and IS_Machine dealt the finishing blow in the castle age.

Winner: IS_Machine

Chameleon 0-2 IS_Machine
Recs: https://app.box.com/s/vk48kae9tn96l7o9xaj2cgqnejurv5g4

Creator of Promi.
Feedback is always appreciated. ♥

[This message has been edited by Promiskuitiv (edited 09-06-2016 @ 06:15 PM).]

estyty
Squire
posted 09-07-16 02:41 AM CT (US)     1020 / 1174       
Plz, use my last Update : Tribal Version 3.9

http://forums.aiscripters.com/viewtopic.php?f=8&t=3174&p=63594#p63594
Aleph
Squire
posted 09-07-16 05:09 AM CT (US)     1021 / 1174       
Tribal vs. BruteForce
Match 1 - Tribal (random -> Chinese) vs. BruteForce (Huns) - Yuck!atan

Tribal has a good dark age, but leaves some of its lured deers to rot despite having too many vills on berries. It does a skirm flush, Brute trains archers and skirms. Tribal wins the game with its first attack. Bruteforce doesn't resign before hitting 0 pop.

Tribal has a strong flush, but if the enemy has just a few scouts or m@a to counter its skirms, it won't stand a chance. Its castle age economy is still very unbalanced, in this game it had over 1000 food with no gold while still being on 1 TC.

Time: 36:29
Winner: Tribal

Match 2 - Tribal (random -> Britons) vs. BruteForce (Huns) - Yuck!atan

Exactly the same as the first game.

Tribal has problems getting enough gold for castle up while training archers, having 1500 food before clicking up. Eco balance!

Bruteforce needs a f***ing 1v1 resign rule. Seriously.

Time: 44:57
Winner: Tribal

Tribal 2 - 0 BruteForce
RECS

[This message has been edited by Aleph (edited 09-07-2016 @ 05:40 AM).]

estyty
Squire
posted 09-07-16 02:43 PM CT (US)     1022 / 1174       
BRUTEFORCE3 vs THE_UNKNOWN

Game 1 :
Bruteforce : Hun
The_Unknown : Korean
Map : Yucatan

The_Unk was kinda unlucky when he tried to lure a 3rd boar far away behind a forest, lost one villager and wasted time and eco trying to lure it... He reached feudal-age minute 12, kinda late compared to Bruteforce which took immediately the military advantage at his first assault. Archers+skirmishers camping on the gold mine of The_unk. The unk had a strange behaviour, trying regularly to send villagers forward which were automaticaly killed by the rusher. Brute eventually reached castle-age minute 24. It was already GG
Winner : BruteForce
game lenght : 35 min

Game 2 :
Bruteforce : Hun
The_Unknown : Celt
Map : Ghost Lake

While Brute was preparing his ranged-units strategy, The Unk trained 6 (or maybe 7) militians. That drush never happened as far as the exploration failed. That way, Brute came with his army in a first and crucial attack which killed the militians and ruined step by step the whole economy of Unk. A tower back didn't help him much...
Winner : BruteForce
game lenght : 45 min

RECORDED GAME :
[url=http://ahp.li/7c1d411244bb9228d976.rar][/url]

[This message has been edited by estyty (edited 09-07-2016 @ 03:20 PM).]

CheeseOnToast
Squire
posted 09-07-16 09:45 PM CT (US)     1023 / 1174       
Added that 1v1 resign rule + other updates ;'D

Illuminati(Celts) vs Daedric (Random->Britons)

Map: Mongolia

Illuminati lost a villager due to a bad loomless lure, Illuminati tried to go for unique units while Daedric went for an archer flush, Daedric pushed Illuminati's stone miners off the main stone but luckily Illuminati saw the second mine and started taking from that instead, it gets a castle up and starts training woad raiders.

Illuminati suicides a lot of villagers trying to get a town center up, Daedrics economy looking pretty nice with that Briton boom making short work of those woads, Daedric sends a couple rams to deal with the castle and scorpions that Illuminati placed forward.

Illuminati resigned knowing it was at a disadvantage.

Winner: Daedric

Illuminati(Celts) vs Daedric (Random->Huns)

Map: Gold Rush

Illuminati tends to have a problem with its DUC boar luring when requesting support hunters as that it keeps tasking the hunters over and over again messing up the lure and sometimes struggles to make the boar go under the town center because of it.

Illuminati goes for a ranged flush this time, having a lot of farms for something that only requires wood, gold and some food. Daedric had bugged deer which is sad for him but managed to get +1 +1 around the same time as Illuminati.

Illumanti is first to castle but delayed critical upgrades upon entering the castle age such as bodkin arrow for its remaining ranged units though in the end it goes for scorps + woads. Daedric has no clue whats going on and resigns afterwards.

Winner: Illuminati

Recs: https://app.box.com/s/timwn6yh15tiuo0hhn9kzi2x7b1rblzg


The Horde(Random->Turks) vs Boss(Random->Chinese)

Map: Oasis

The Horde had an odd bug with its boar luring where it didn't focus them on the dead boar or kill second boar at all when it had the chance, it did in the end though, conflict with deer luring maybe?

The Horde opened with a scrush + archers which is a very good choice for Turks, it got a very good amount of kills on Boss' villagers as its lumbercamp was quite exposed. Boss managed to deal with The Horde's attack but losing a ton of villagers already really set it back, The Horde is the first to castle

The Horde had a lot of cash to spend in Imperial Age but never did, I was expecting hand cannoneers and bombard cannons as soon as it hit imperial but just kept training cavaliers from 2 stables, seems it was aiming for Jannisaries in the end though.

Winner: The Horde

The Horde(Random->Huns) vs Boss(Random->Mongols)

Map: Mongolia

The Horde's second boar decided to run back (used distant foragers to assist) and in the process lost a villager as it was already low HP. The Horde goes for an archer flush, good choice as Huns, Boss suicided a lot villagers trying to fight hordes flush.

Horde finishes the job in castle age but Boss doesn't resign.

Winner: The Horde

Recs: https://app.box.com/s/a5wx4vt4b5x9mgc1g7ef4wqa7o8rquex

[This message has been edited by CheeseOnToast (edited 09-08-2016 @ 01:14 PM).]

scripter64
Wolved
posted 09-09-16 05:33 AM CT (US)     1024 / 1174       
GG, Duck, always an honor to play IS_Machine
Thanks for judging, Promi!
Promiskuitiv
Squire
posted 09-09-16 09:59 AM CT (US)     1025 / 1174       
Barbie 2 - 0 Tron

Game 1: Barbarian received the byzantine civ on Yucatan against the mongol Tron and was still able to completely keep up with Tron while even dealing some damage in the feudal age. He maintained the economic advantage until the imperial age where he pushed for victory with siege rams, halbs and skirms.

Game 2: This time Barbie played as the Vikings vs the mongol Tron and dealt crippling damage in the feudal age. Quick victory on Oasis for Barbie here.

Recs: https://app.box.com/s/3tupubb7t03oeh5d43i8rfwwbwkwkqcn


The Horde 0 - 2 Daedric

Game 1: The Horde played as the persians against the viking Daedric on Ghost lake, TH went for 3 range archer/skirmishers in the feudal age but didn't attack against Daedric's 2 range variation of that. Daedric went up to the castle age earlier as a result of that and took out Horde with upgraded units.

Game 2: Byzantine skirm war on Gold Rush where Daedric took out Horde's entire army in the feudal age and won from there.

Recs: https://app.box.com/s/vgzmadcor9tppgqyy8u351h1seim02io

Creator of Promi.
Feedback is always appreciated. ♥

[This message has been edited by Promiskuitiv (edited 09-09-2016 @ 12:46 PM).]

Felipe_EL_Guapo
Squire
posted 09-09-16 01:21 PM CT (US)     1026 / 1174       
Hi guys,

I think it would be worthy to keep the statistics of all these games. It is good to analyse one by one the games and comment them, but analysing trends from a sum of games can be helpful as well. The value of statistics is that they can provide some insights to the scripters about the weaknesses and improvement opportunities for each AI, based on the results of multiple games. For example, maybe Barbarian is undisputed in Arabia, but Promi is better in Oasis; The Horde can easily beat most of the AIs, but tend to fail against Illuminati; Promi is better with Franks; Tribal tend to fail in Yucatan; and so on and so on.

As I have no idea of scripting, I would be happy to be the statistics keeper for you if you want. The only thing I would need is the collaboration of each person who test or run the games for the ladder by submitting a form that would be fast and easy to complete.

My idea is to record the games on a database so that we can obtain several studies. Have a look of this sample report I just made by simulating some games results, just to give you an idea of how it would look it. The report is flexible and interactive. Each scripter would be able to see all their results by themselves. If you double click on any result in the pivot table, you will be able to see the whole detail of that specific game (civics, map, result, etc).

In addition, I’m uploading a sample of the form you guys would have to complete in order to register the games.
Think about it and let me know if you are interested.

Interactive report:
https://www.dropbox.com/s/h54c9z3e9d0hbtz/AOC Statistics keeper_.xlsx?dl=0

Game form:
https://www.dropbox.com/s/sjtttxjhhrvzkp9/AOC Game form.xlsx?dl=0

[This message has been edited by Felipe_EL_Guapo (edited 09-09-2016 @ 01:22 PM).]

estyty
Squire
posted 09-10-16 01:30 AM CT (US)     1027 / 1174       
Hi Felipe,
Your idea looks wonderful. I'm pretty sure we all scripters would love it.
Promiskuitiv
Squire
posted 09-10-16 10:17 AM CT (US)     1028 / 1174       
Yeah i'd also love to be able to take a look at stats like that, so i would definitely submit my results for that!

Creator of Promi.
Feedback is always appreciated. ♥
Aleph
Squire
posted 09-10-16 10:34 AM CT (US)     1029 / 1174       
Interesting suggestion, Felipe.
Some of my thoughts on it:
From the looks of it, you'll want to record not only ladder, but also tournament games with this system? That would make it give a much larger sample size and overview. In that case you would need to add team game stats too, since not all tournaments are 1v1.
As for the .xls itself, before we start using that, there are some important changes I think have to be made: First, the selectable "dots" (or whatever you'd call them) to select the winning AI don't work for me. Maybe it's because I don't have microsoft office (I'm using open office), but then again many people don't.
Second, and more importantly, the "detected issues" dropdown is useless imo. A few standardised words from a dropdown are never gonna help a scripter with problems in their AI, no matter how many choices you add to that (and information like missed sheep are completely useless anyway). Imo that dropdown should be removed, any real issues need to be described properly by the reviewer.

At any rate, I definitely support the idea to keep detailed stats on the current AIs. I hope this works out.

[This message has been edited by Aleph (edited 09-10-2016 @ 10:37 AM).]

Felipe_EL_Guapo
Squire
posted 09-11-16 10:56 AM CT (US)     1030 / 1174       
Happy to see such enthusiasm guys. Good points Aleph. I would like to start by the 1vs1, get feedback from about the reports you need and then expand it to team games. It is a pity that not all office type software supports all the buttons and macros. As fast as I got your suggestion I thought of an online solution like MS-Office online, so you wouldn’t need to have the software installed and you would be able to register the games by yourself! However, those online platforms really sux. I found out that none of them allow you to see the buttons, including the basic lists. So, in order to make it more universal, it would be helpful if I test the stuffs with you as you use a different software. I would start by replacing the dots with a list.

About the issues dropdown, the idea is to observe trends on some issues. For example, most of AIs has a code to hunt at least two boar, but let’s say that Tribal tend to miss one boar after having seen it. Another example, let’s say that Barbarian only lose when a villager is killed early. Consequently, the scripter could prioritise the improvements according to those trends. Anyways, having the list, I reckon doesn’t hurt, does it? You could not select any option and still register your games (as an optional dropdown). If this work fine, in the future we can add more list buttons like game time, or whatever you think it’s important to have.

If nobody is against the idea, by next weekend I can release the forms and have the database ready to start registering the games. I would also create a shared folder where I can collect your game forms to enter them into the database. I can submit reports every two weeks, depending on the games flow.

Cheers
estyty
Squire
posted 09-12-16 07:10 AM CT (US)     1031 / 1174       
I think the dropdown revealing issues is very interesting in addition to the statistics, as far as bugs sometimes ruin the performances. In that way, a selectable option called "no issue" could list the results obtains against any other AI, for which no bad issue from the list dedicated had been detected. ex :
the Horde had 5win and 2lose vs bruteforce on Oasis but bruteforce's performance was decreased by boars-hunting bug in 2 of his loses... The option "no issue" would permit to reveal that when both AIs were at the top of their performance, the horde won 3-2...
Well, i admit i love statistics and maybe what i'm talking about is not fundamentally important...

[This message has been edited by estyty (edited 09-12-2016 @ 07:12 AM).]

Felipe_EL_Guapo
Squire
posted 09-12-16 06:12 PM CT (US)     1032 / 1174       
We can have a report about issues per map too, independent of AIs. Maybe in certain maps issues tend to happen more often are require specific codes... anyways I'm also adding a box were you can text some details (optional).
estyty
Squire
posted 09-14-16 08:05 AM CT (US)     1033 / 1174       
Version TRiBaL_Warrior4.0 uploaded,
Thx for the use of this new version for the ladder
Felipe_EL_Guapo
Squire
posted 09-15-16 00:20 AM CT (US)     1034 / 1174       
Hi guys,

Which version of BruteForce should I use?
Does that * mean that I always have to get the last version available to run it?

Thx.
Aleph
Squire
posted 09-15-16 02:03 AM CT (US)     1035 / 1174       
Yes, that's exactly what it means.
Felipe_EL_Guapo
Squire
posted 09-15-16 12:28 PM CT (US)     1036 / 1174       
Thx Aleph, and just to make sure...
Is this true?

"All games should be played on Hard difficulty, tiny map, 200 pop, Dark Age, LOW RESOURCES, and Conquest victory". (from judging instructions for the ladder).

I'm asking because I have always tested all the games and run the games in the ladder with STANDARD RESOURCES. I hope it's just a mistake.
Aleph
Squire
posted 09-15-16 12:42 PM CT (US)     1037 / 1174       
low resources == standard resources
same thing
Felipe_EL_Guapo
Squire
posted 09-15-16 11:17 PM CT (US)     1038 / 1174       
You are absolutely right Aleph hahhaha. thx for your answer.
estyty
Squire
posted 09-16-16 12:51 PM CT (US)     1039 / 1174       
Version TRiBaL_Warrior 4.1 uploaded,
Thx for the use of this new version for the ladder
Felipe_EL_Guapo
Squire
posted 09-16-16 09:30 PM CT (US)     1040 / 1174       
TRiBaL_Warrior(Vik)-VS-The_Unknown(Chi)-Oasis (RLM - AI Ladder) Winner: Tribal

Very good starting for both civic, Tribal passing with 25. Unknown with 31!! but FC in 18:30, so its OK, it could have passed to castle earlier though, but it trained some villagers. It had bad luck because 2 gold mines together and no more found, and there is were Tribal hit. Workshop position not solved for Tribal. Gold research earlier (passing to castle or even in feudal) would enhance Tribal eco balance, since most of the time it has more than 4x gold.


TRiBaL_Warrior(Mon)-VS-The_Unknown(Sar)-Mongolia (RLM - AI Ladder) Winner: Tribal
Tribal hunted its boar farther than usual. But still it managed to passed with 24 pop.

Unknown took the initiative in this game attempting to place a forward tower, but it was easy to detect and be spoiled by Tribal. Then, when Tribal went for the counter, unknown was well prepared with scouts, that surprised Tribal. Tribal started training spear men and soon after this the game was decided by min 20, thanks to Tribal great positioning of its offensive troops. The game ended in castle with Tribal knights destroying The Unknown TC. Again the siege workshop was placed in a awkward position. Not gold improvement researched, again.

Two quick points for Tribal.
________________________

BruteForce3 1209(Hun)-VS-IS_UPMachine(Teu)-Gold Rush (RLM - AI Ladder) Winner: BF

ISM had a very good dark age while BF had some difficulties. BF had to face two wolves when luring first boar but it deal with it properly having demonstrated that this issue was fixed from previous versions. Another problem for BF is that at the very beginning the scout exploration was inefficient moving it from one place to another without too much progress. As a consequence, it struggled for finding sheep and had idle TC for some seconds. Finally it lost 1 vil against a wolf at min 11:30 before getting feudal age. At min 16 it lost 2 more vils when it went for hunting deer.

During feudal, BF settled a tower in a lumber camp while ISM was massing a great feudal army composed by m@a, skirmishers, archers, but when it got BF base, this one had just completed a second defensive tower in its gold spot. BF got a good counter in feudal and define the game in castle with CA. It placed its first siege workshop in a weird position just like Tribal does. Another thing is that rams prioritisation to destroy buildings. It focus too much in farms and camps. BF never trained any smith improvements for its cavalry.


BruteForce3 1209(Hun)-VS-IS_UPMachine(Got)-Ghost Lake (RLM - AI Ladder) Winner ISM

Both AI had a nice dark age. As soon as getting feudal, BF placed a tower in a great position defending gold and wood. This spot was the battlefield for the whole game. Where ISM took always the initiative. BF defended its position like a chess master with range units and mangonels, but ISM counter it perfectly with a mix army composed by elite skirmishers, pikemen, and later knights and huskarls, that made the difference. All units fully upgraded for a castle army. By the time BF click imperial, ISM beat it.
Some comments for BF, it didn't lure deer in both games. And in second game it went for deer hunting too far away, close to the enemy base.

The 4 games here:
https://www.dropbox.com/s/bm0ghejuvasthk9/BFVSISM TribVSUnkn.rar?dl=0
_____________________

Promi(Hun)-VS-Barbarian(Mon)-Oasis (RLM - AI Ladder). Winner: Barbarian

Both AI good dark. Barbie passed at 10:30 while Promi at 11:25.
Promi went first with archers but Barbie had a defensive tower already and passed to castle first with upgraded archers and skirmishers. They died against promi counters cavalry. Later in imperial, Barbie made an army of arbalest, elite mangudays and fast rams that razed Promi's base and army composed by Paladines and halberdiers. Barbie also used units attacking by the other flank and added heavy camels and husars to its army.


Promi(Vik)-VS-Barbarian(Teu)-Oasis (RLM - AI Ladder). Winner: Barbarian.

Promi went first again but retired soon and barbie passed firsly again to castle. Promi trained skirms and scorps during this age while Barbie used archers plus skirms
plus knights. The game kept balanced till imperial, where Barbie came with a strongest army of paladines and siege onagers. Sooner it added elite teutons and hand cannoners. Promi couldn't does too much with champions and arbalest, besides it exposed too much its trebuchets that were easily destroyed. Note that Barbie researched tracking and squires very late. Squires is very important for teutonic knights.

https://www.dropbox.com/s/mt079gzttqu87l5/Promi VS Barbarian.rar?dl=0

[This message has been edited by Felipe_EL_Guapo (edited 09-17-2016 @ 04:42 AM).]

Leif Ericson
Seraph Emeritus
posted 09-17-16 10:37 AM CT (US)     1041 / 1174       
Great! Only six more matches!

~`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 09-17-2016 @ 10:38 AM).]

estyty
Squire
posted 09-17-16 11:02 AM CT (US)     1042 / 1174       
gg Unknown ; and congratz BruteForce vs Is_UPmachine for those great games. I loved to watch those.

Thx Felipe for ur great contribution, as usual ; and i will definitely have a look about that gold-mine upgrade + workshop placement...


Crusade vs Daedric


Game 1 Daedric (spa) vs Crusade (fra)
Map : (RLM AI_Ladder) -> Mongolia
lenght : 52 minutes

Both AI went for a feudal war. Daedric was the first reaching feudal time (12 minutes), crusade reached it minute 13. Both were kinda passive, massing armies in their corners. Crusade eventually started to rush minute 23 with skirmishers+archers+scouts. Daedric could defend pretty well with his full skirmishers in front of his TC and was able to counter attack. (Crusade has a lake of rules permitting him to save outnumbered units.) At least, the time needed to Daedric to reach the distance between his town and crusade ones gave crusade the time to train a new army. Daedric was pushed out and had to defend untill a reached the castle age (minute 32). He trained knights and researched elite-skirmishers quiet fastly. This combo harassed crusade and was impossible to counter. Daedric destroyed the town of crusade easily but decided to retreat his whole army, the time to reach imperial-age. The ultimate rush made crusade resign.
Winner : Daedric


Game 2 Crusade (Goth) vs Daedric (kor)
Map : (RLM AI_Ladder) -> Gold-rush
lenght : 58 minutes

Daedric didn't lure his 2nd boar but found 4 deers to lure which were quiet enought to reach feudal minute 12. Crusade took more time (14 minutes), for having lured hos boars really late. Both Ais used the same strategies as the game before but, this time, Daedric was at the initiative of the first rush. Crusade, as goth, managed to kill many skirmishers with men-at-arms and counter attacked strongly. Daedric trained archers combined to his skirmishers ; the battle was really intense in the middle of the map. Daedric was able to reach castle age minute 32 and went for a massive army of crosbows which had fun killing many men-at-arms that Crusade kept training disapointly. Crusade reached castle-age minute 38 while Daedric was having the map control with already TCs on gold. When Daedric reached imperial minute 50, his soon arbalests + rams gave him the win
Winner : Daedric


The_Unk vs Chameleon

Game 1 Chameleon(mong) vs The_Unk(jap)
Map : (RLM AI_Ladder) -> Oasis
lenght : 1h31

Chameleon took time to get his 2 boars. Would have been a pity to not eat boars as mongol. The Unk found 5/8 sheeps and build a 2nd mill on deers.
Unk was the first attacking with 4 spears quicky dead under chameleon's TC. He could build a forward tower and sent a second squad (skirmishers). Chameleon defended with archers+ men at arms. His infantry destroyed the tower and camped, the time to reach the castle age(minute 24). Then, Chameleon reaserched swordmen+elite-skirmishers+crossbows. Other side, The Unk focused on a massive feudal army full of archers.
The Unk reached castle-age minute 30 and then both AIs stayed home the whole time needed to reach imperial. The unk reached it minute 37, joined by Chameleon 2 minutes later. Eventually, the big fight was gonna happen !
The unk attacked from the both sides of the oasis. His army was exclusively composed of arbalests. Chameleon went champions + scorpions. Some mangudais came to the battle but were not much efficient because outnumbered. The_Unk managed to win that imperial war !
(Chameleon looked to have the advantage the whole castle age. It should have been aggressive at that point of the game to expect the win)
Winner : The_Unk

Game 2 Chameleon(maya) vs The_Unk(mong)
Map : (RLM AI_Ladder) -> Oasis
lenght : 2 hours

The_Unk went for an interesting 9:40 feudal trush ! Some of the villagers sent for the trush crossed the chameleon's town, the surprise was kinda broken... Chameleon managed to destroy 2 towers with his villagers, forcing The_Unk to build some more towers back. He built an archery and garisonned some archers. Chameleon, as mayan, built 3 barracks and went FC 18 minutes. His eagles broke the remaining 5 towers and killed easily the archers just ungarissoned. Then Chameleon tried a rush with 15 eagles. The_Unk had just reached castle-age and was already under a castle protection. Some mangudais+scorpions gave him a decent defense forcing the eagles to retreat. Some minutes later, a second push from Chameleon didn't work either. Both AIs went imperial-age ; The_Unk had a small advantage with already 4 castles and stile a good army, when Chameleon started massing a trash army of skirmishers+pikemen. The fight was intense ; Chameleon took a small advantage but kept losing many and many units under the 4 castles fire ! It eventually researched siege-rams which gave him the ability to perforate the The_unk's defense. GG
Winner : Chameleon

Recorded games : [url=http://ahp.li/0bbb68aad264a460d045.rar][/url]

[This message has been edited by estyty (edited 09-17-2016 @ 02:07 PM).]

scripter64
Wolved
posted 09-17-16 02:23 PM CT (US)     1043 / 1174       
Thanks for the reviews, estyty! GG offwo
Aleph
Squire
posted 09-18-16 06:20 AM CT (US)     1044 / 1174       
Tribal vs. Chameleon
Match 1 - Tribal (random -> Mayans) vs. Chameleon (random -> Koreans) - Mongolia

Civs are imbalanced. Cham tries to FC (Korean Rolling Conquest). Tribal does a skirm flush. We've seen it a million times.

Winner: Tribal

Match 2 - Tribal (random -> Koreans) vs. Chameleon (random -> Chinese) - Yuck!atan

Chameleon rolls "Offwo Eskirm Rush". FC skirm rush. What. The. Fck... Tribal should've won the game outright, but does some strange retreats that cost it the advantage. In Castle Age Tribal has a ton of resources again, but waits a long time before building additional TCs. Why? It also builds a stable and researches LCav, without ever training any. And it keeps luring deer throughout the castle age. In the mid-late game, it's not building houses fast enough (only building one at a time). In imp, it builds a million training sites.
Anyway, Chameleon keeps going pure skirms.

Winner: Tribal

Tribal 2 - 0 Chameleon
RECS

[This message has been edited by Aleph (edited 09-18-2016 @ 06:58 AM).]

estyty
Squire
posted 09-18-16 09:11 AM CT (US)     1045 / 1174       
Thx Aleph for the games and gg scripter

2nd game, aditional tcs may not be built until the elite-skirmisher research was >= pending ! It's a priority... btw i'l check those recs and verify if it was the truly reason
scripter64
Wolved
posted 09-18-16 12:38 PM CT (US)     1046 / 1174       
GG, estyty! Thanks for judging, Aleph lol
Aleph
Squire
posted 09-18-16 09:27 PM CT (US)     1047 / 1174       
judging promi vs tron
Aleph
Squire
posted 09-18-16 09:59 PM CT (US)     1048 / 1174       
Promi vs. TRON
Match 1 - Promi (random -> Vikings) vs. TRON (Mongols) - Gold Rush

Promi goes for an archer flush. It builds its mining camp far from the gold, probably because having set a low initial camp max distance for Gold Rush, but not being able to build it at the main gold? It also builds its tower at the TC despite having a forward mining camp. The fighting isn't decisive at first, but then the game is decided by Promi's superior boom and TRON's inability to deal with Promi's trash.

Time: 54:00
Winner: Promi

Match 2 - Promi (random -> Goths) vs. TRON (Mongols) - Mongolia

Promi wins the initial feudal fight but its army gets decimated by TRON's tower without being able to do much damage. Promi also builds a rather useless forward tower. Once in castle age, Promi initially has a lot of surplus food, but keeps the upper hand. The game similar to the first one, both AIs keep making the same units (tron lcav+xbow, promi trash).

Time: 51:49
Winner: Promi

Promi 2 - 0 TRON
RECS

_________________________________________________________________________

Crusade vs. Boss
Match 1 - Crusade (random -> Byzantines) vs. Boss (random -> Mongols) - Ghost Lake

Time: 52:27
Winner: Crusade

Match 2 - Crusade (random -> Aztecs) vs. Boss (random -> Mayans) - Ghost Lake

Time: 52:30
Winner: Crusade

Crusade 2 - 0 Boss
RECS

[This message has been edited by Aleph (edited 09-18-2016 @ 10:54 PM).]

Leif Ericson
Seraph Emeritus
posted 09-19-16 08:46 PM CT (US)     1049 / 1174       
Just one more game left!

~`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
  `-=<.__.>=-´
Felipe_EL_Guapo
Squire
posted 09-19-16 09:15 PM CT (US)     1050 / 1174       
IS_Machine 2 - The_Unknown 0

IS_UPMachine(Kor)-VS-The_Unknown(Bri)-Yucatan (RLM - AI Ladder)

ISM only hunted 1 boar (in spite of having seen another one), and built two mills for two bushes, so, not a optimum starting for Yucatan. The_Unknown hit first with a forward tower, but it didn't cause any damage and was easily destroy by m@A, which where used for counter with range units, but the attack was repealed by Unknown' range units, who took the edge by passing to castle age first. Once in castle, ISM trained a wide range of units, including knights, swordmen, skirms and war wagons, which where no so effective against Unknown pure range army.
ISM took advantage of the moment went Unknown clicked Imperial to attack with all its Korean power. Unknown resisted well though, but couldn't create enough units at the end.

IS_UPMachine(Mon)-VS-The_Unknown(Cel)-Mongolia (RLM - AI Ladder)

ISM passed with 30 vills to feudal, attempting to flush, while Unknown went drushing with 3 militias that where quickly lost in ISM tc. ISM counter in the gold was definitive and Unk couldn't do too much, regardless of reaching castle age first.

https://www.dropbox.com/s/zg9tx8tj0s26vyr/IsMach VS Unknown.rar?dl=0



_______________________________________
****** ROUND 2 FULL STATISTICS ******

Guys, as round 2 is done, here is the report considering all the games.
You can also analyse the results considering the test games that Aleph provided me and I performed, but by default I send the report with the only the games from the ladder.

Im sending you the link for

using it online with all the features (recommended) here:
https://1drv.ms/x/s!AuUumoycIMqchNoRylcp1MiTgFZrgw

downloading it by dropbox here (some of you won't be able to see conditional formats that has visual impacts, but this is not vital, you still have access to the full information and analise your AIs):
https://www.dropbox.com/s/p622vo8zaqux0dg/AOC AIs Report 20092016.xlsx?dl=0

And finally, the form for reporting games from the ladder or others is this one:
https://www.dropbox.com/s/oxw7swswbnq5a5f/AOC Game form.xls?dl=0

I'm thinking on creating a shared folder where you will be able to upload the forms. Is one form/file per game. You can PM your gmail address by aiscripters in the meantime.

I will keep uploading the report every fortnight, and every time the rounds are closed.

Comments and suggestions are very welcome!

Cheers!

[This message has been edited by Felipe_EL_Guapo (edited 09-19-2016 @ 10:09 PM).]

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