Tuesday, April 17, 2012

Bean AI and Tortuga AI

Hi there, if you weant you can post feedback and ideas here about my Bean and Tortuga AIs.



Readme for BEAN AI v.1.0:
The Bean AI is a medium difficulty multipurpose AI developed to be part of the Sorian AI mod. It is based on the default Horde/Rush AI. It also prefers units that i personally prefer (e.g. more T2 gunships instead of T1 bombers etc., more air units than the default Horde AI) to give it a unique flavour.
BEAN uses many parts of the Sorian AI code (thanks for that, Team Sorian) and will not run properly without them. Without Team Sorian the AI would be a mere tweak of the default Horde AI.
The Bean AI is very strong if it is together in a team with the Tortuga AI. However, like all rush AIs, it is not so good for large maps.
Aralez (2007)
Why the name "BEAN" you ask? Well, i used a small mod during the testing phase and the BEAN AI always had a yellow-green colour, just like Mr. Bean's car (the comedy series from Rowan Atkinson), That and i wanted to give a small tribute to the Solar Bean hype :D
v.01 Initial release version
v.02 Added advanced code from Team Sorian (thanks for their permission!)
v.03 Finally works as intended, many many thanks to Sorian for his friendly help, you are invaluable!
v.04 Major overhaul, bugfixes (thanks Sorian and Jaws), changes in buildorders, e.g. more airunits, less landscouts etc.
v.05 More tweaking (structures), first custom attackgroup
v.06 no more low teir attack groups in high teirs, Bean now uses way more gunships, several minor tweaks, defenses and economy tweaked, more radar, more shields (especially at firebases), fighters guard gunship-squads, more mobile shields, stronger defenses at higher teirs, less idle factories.
v.07 economy tweaks, firebases reworked, bugfixes.
v.1.0 final release, tweaks to T2 economy, ACU behaviour, T3 artillery no longer built
Many, many thanks to Sorian, Jaws2002, Moe, LarkinVB, truecrisis, relentless, brent_w, Astroman, yacoub, Thygrrr and all others for their support and help!



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Readme for Tortuga AI v.1.0:
The Tortuga AI is a medium/hard turtle AI, based on the default GPG Tech AI.It favours teching even more than the Tech AI and likes to attack with Experimentals. It also uses a different unitmix with units that i personally prefer. It is VERY strong if you use it in a team together with the Bean AI.
Aralez (2007)
Tortuga is iirc spanish and stands for Turtle, (thanks for the idea for the name to Archangel)
v.01 Initial release version
v.02 tweaked for Sorians AI mod 2.4
v.03. Complete overhaul of defenses, should now turtle even more, will prefer nukes and T3 artillery over experimentals (albeit it will still build them),
economy overhaul, uses own platoon-template file,much better firebases, Will attack only very seldom until it reaches higher teirs.
v.04 economy tweaks, firebases improved again, bugfixes
v.1.0 final release, tweaks to T2 economy, ACU behaviour, T3 artillery no longer built
Many, many thanks to Sorian, Jaws2002, Moe, LarkinVB, truecrisis, relentless, brent_w, Astroman, yacoub, Thygrrr and all others for their support and help!




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The two AIs work best when they are together in a team, preferably together with a human player. The main differnces to the default AIs are better firebases and defenses (especially Tortuga), a better unit-mix, better targeting-priorities and much better scouting.



hf!



Note: The Bean AI (like all Rush AIs) will not be good for big maps. Use the Tortuga AI here instead.|||You can find the latest download here: http://forums.gaspowered.com/viewtopic. ... 031#192031



gl hf!|||Hey Aralez.

Wanted to return the feedback favor.

I checked out Bean and Tortuga a bit today.

Watched matches between the AI's.



And I saw 3 things that really caught my attention, you might want to know about.



In a 75 minute game.



Bean AI stopped developing its economy about half way through, and never reached tech 3.



In that same game, Tortuga AI did much better except for 2 big problems.



About halfway through its radar got destroyed and it never built a new one. This hurt it immensely, as all of its artillery and TML's were useless.

Then, when enemy units got in visual range of its base the artillery would fire at it, and by that time enemy units were so close the artillery was destroying its own base.



The other thing Tortuga did.

It built a ridiculous number of power generators, T2 and T3, before it ever made a T3 mass fabricator. So it had a huge surplus of wasted energy the whole game, but was short on mass.



Hope this info is helpful. :)|||Yes, it is, many thanks!

I will correct the problems in the next version. My to-do-list for my AIs is growing and growing, if Sorian doesn't release 2.5 soon, i will have to buy a new HD to store the huge text file with all the planned changes :wink: j/k|||the bean is... interesting, on spine of zeus (or something like that) by the time it's first wave hit me, i had 6 rhinos to shoot it, by the time i had a ML, it was STILL throwing MMs at me



Even though it had about 10arty, and TMLs, it succomed to 1 ML, i had 5 tailing it buut they never saw any action. it's only T.3 factory, was quite simply, air. PS i had about 300 intys at the peak, i had to ctrl-k about 200|||isik|||Spine of Zeus is a hard map for all rush AIs, simply because of its size. The troops that a rush AI sends at the start are obsolete when they arrive. Better use the Tortuga AI on that map.|||Image

I just wanted to give you props for those excellent shielded defensive points.



Best looking AI base ever. :)|||Gee, thanks! I worked really hard (several days) on the perimeter defenses and firebases. Nice to see that it was worth all the trouble! :D



For the Bean AI (which always had energy problems) i even added some small generators to the layout so that the early shields do not disturb the economy too much. I wanted to add generators for all defenses but then the firebases were built too slow, so i had to leave them out.



edit:



Btw, the AI will build even more shields later:

Image|||you may have made nice perimiter defences but all your power generators are very susceptible to T3 artillery fire in the middle of you base which is unshielded. One T3 Cybran Artillery took out your base late T4 base in about 3minutes (serious, i didnt build one until i realised that i couldnt get past the soul rippers., there were about 8 just gaurding the base, they were also protected by cybran sams so i couldnt get anything within bombardment range except artillery.



Also, cheating version wasted most of its resources but built alot of Soul Rippers which it used for defence but not much of anything else. It threw SABs at my steadily but in ones and 2s. Here are the build statistics.



Image



so, maybe look at shielding the entire base instead of just the outside and larger attack groups late game





though, i do seem to be hitting the 750 unit cap more these days, is this a good thing? I can probrably handle the 1000unit cap 1on1 if not 2on2|||Thanks for the detailed and precise feedback, dcbo89!

As a result of the things you (and some others) reported i reworked the AIs a bit for the upcoming 2.5b release, the firebases/defenses and the generator layout have been changed. The main problem with the "old" versions was that they built too many T1 and 2 buildings, there was simply no place left to place any T3 shields :oops:

This should be better now, the AI spreads out the generators a bit more and builds less T1 and T2 structures. It builds more T3 generators now, too, to support the bigger shields. The more expensive ACU upgrades will be researched a bit later, too. In the old versions the ACU upgrades could easily cripple the whole economy.



Oh and the AI will no longer build T3 artillery turrets but use nukes and Experimentals instead. I will re-enable them once they have been made more useful by a patch.



edit: v.1.0 final releases, tweaks to T2 economy, ACU behaviour, T3 artillery no longer built. Both AIs will be included in the 2.5b release of Sorians AI mod.|||Don't know if your still working on this or not, but I just d'loaded today.



I was playing against a Bean And Tortuga team on fields of Isis with 2x resources, I had pushed them both into their bases at roughly ten minutes and was building bombers to kill bean. Just after I killed beans acu Tortuga sends 2 monkeylords at my factory farms -at the 19 minute mark!-. I fought a running battle but succumbed just after 30 minutes.



I haven't played in a while, and don't know how much worse i've gotten but this match was great fun, thanks for making a great pair of AIs.|||Well here it is.And yes,that would be me blowing up.



Image|||I haven't done any AI programming, so this advice is probably useless, but would it be possible to make two AIs merge? People have said the rush AI has trouble late-game, and I'm guessing that the tortuga needs protection early game, so could a master-AI start using the rush code, but if that didn't work, or the game got too late for this to work, it would immediately switch to following tortuga commands.



Just a thought, lol.|||it is very possible but it isd a lot of editing and will make further 'tweaks 'more diffcult. so we wait the Ai changes are stabilising before investing time into such things.|||eh

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