As part of my first attempt at an AI mod (or any other kind of mod for that matter), I am creating an algorithm called in a hooked SetupSession() that generates/modifes the markers for the choosen map. I am making this a separate mod that can be enabled by the mod manager. I see a few advantages to this map marker mod:
1) Your AIs will still work on maps made by lazy/ignorant map makers
2) The markers can be positioned more intelligently (depending on the quality of the algorithm of course)
3) An AI may not play the same way twice if I include an element of randomness in the generation of the markers
4) A suitible place for adding custom markers would exist.
5) The routine will be very expensive, but will only need to run once at initialization.
6) At a lower cost, a few markers might be able to actually be changed dynamically based on the AI strategy.
Currently I only have one real concern/unknown...which is ensuring that an AI in a loaded save game will still be able to operate properly (perhaps by storing the generated markers somewhere). But, this is probably not an issue for 99% of games that are played.
I guess what I'm looking for in this thread are
1) Custom markers that you think might be useful to include. Perhaps markers that you always wished existed for a custom AI script to use.
2) General feedback on my plan.
3) Reasons why you think this won't work (could save me tons of wasted time...)|||Great idea! Just be sure this doesn't discourage map makers put markers in their maps, cause this mod will do it for them.
Do you plan to make this mod change the markers everytime a map is loaded, or only when it doesn't have any markers? I would prefer the latter.
Maybe you should post this in the map makers forum also?|||If people like the types of marker lists that my algorithm generates, I want them to always have the option of replacing the original markers. As a separate modthat is compatible with the mod manager...people can just choose whether or not they want markers to auto-generate by turning my mod on or off.
I thought about having the generated markers stored somewhere so the routine doesn't have to run on the same map twice, but since my real aim is ultimately to improve AI play, I think I would rather write randomness into the algorithm so as to generate slightly different paths, transport locations, rally points, experimental construction areas, etc. each time a game with the AI is started. This would give the AI a huge advantage over what was peviously done. I'm sure I'm not the only one who has parked some AA units along a known AI transport path...what if the AI always used a different path :)|||Have is it going with this mod? I like the idea.|||Scolex, if you are still working on this then I may have some time to help so let us know.
Some random ideas:
- It wont cost much CPU time to work this out so dont worry about that or load/saving the info. Working it out in realtime wont be a major issue.
- Select expansion markers based on number of mass points in a certain range. More that 4 is an expansion point. Expansion points makes a big difference to how the AI plays so on non-marker maps this will be a big improvement.
- Select transport markers based on proximity to key points, eg enemy hyrdo locations, certain distance from start locations.
- Other than transport and expansion markers Im not sure what else we need to worry about?
I dont actually think this will be that hard to do and if it fixes the "maps without markers" issue then it will be worthwhile.|||I'm looking forward to being able to play on more of the community map pack maps with AI if this ever comes to realization.
Any chance of slapping no rush ring placement in there too?

I cant give you anny technical expertise.. but how about a smile

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