ESOC Improved AI?

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India _DB_
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ESOC Improved AI?

Post by _DB_ »

Give your ideas for fun that what you want to see in AI if a team of gud boyz work on it to improve them for better strategies..

Would be fun to see queen isabella doing piroshiki ff, suleiman doing jan rush, tokugawa copying kynesie, gall becoming rafuuuu
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United States of America iCourt
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Re: ESOC Improved AI?

Post by iCourt »

We've discussed this quite a bit. It's impossible to make them perfect, and they won't follow a set build order every time. We may incorporate Felix Hermansson's Draugur AI at some point, but lots of testing needs to take place to make sure it doesn't break the game.

Also the AI will never heard, it'll always garrison villagers if you shoot them, and wall pillars still must be destroyed. We will see, not sure if it would add much depth to the game however.
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No Flag Jaeger
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Re: ESOC Improved AI?

Post by Jaeger »

iCourt wrote:We've discussed this quite a bit. It's impossible to make them perfect, and they won't follow a set build order every time. We may incorporate Felix Hermansson's Draugur AI at some point, but lots of testing needs to take place to make sure it doesn't break the game.

Also the AI will never heard, it'll always garrison villagers if you shoot them, and wall pillars still must be destroyed. We will see, not sure if it would add much depth to the game however.

Can you make it keep its units on top of its hunts tho, or make good no micro compositions such as musk huss, skirm musk cav, etc? Or can you make it build all it's outposts on resources? Or make it have a good deck with a lot of unit upgrades?
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No Flag IP Man
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Re: ESOC Improved AI?

Post by IP Man »

Is it possible to remove the outposts for the AI?
Because i once played 1 game vs expert Ai with 100% handicap for them and they had 4 outposts already building the 5-th at 3:50 lol
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United States of America iCourt
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Re: ESOC Improved AI?

Post by iCourt »

ovi12 wrote:
iCourt wrote:We've discussed this quite a bit. It's impossible to make them perfect, and they won't follow a set build order every time. We may incorporate Felix Hermansson's Draugur AI at some point, but lots of testing needs to take place to make sure it doesn't break the game.

Also the AI will never heard, it'll always garrison villagers if you shoot them, and wall pillars still must be destroyed. We will see, not sure if it would add much depth to the game however.

Can you make it keep its units on top of its hunts tho, or make good no micro compositions such as musk huss, skirm musk cav, etc? Or can you make it build all it's outposts on resources? Or make it have a good deck with a lot of unit upgrades?

No.
Yes.
No.
Yes.
IP Man wrote:Is it possible to remove the outposts for the AI?
Because i once played 1 game vs expert Ai with 100% handicap for them and they had 4 outposts already building the 5-th at 3:50 lol

Maybe. Drauger makes the AI much harder to beat so long as you don't cheese it, so 100% handicap may not need to be used.
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Poland pecelot
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Re: ESOC Improved AI?

Post by pecelot »

I'm up for this idea, that'd be awesome! Expert AI with 100% handicap cheats a lot, aging at 1 min or something, so no wonder it's building so many outposts at such an early time.
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Great Britain Panmaster
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Re: ESOC Improved AI?

Post by Panmaster »

ovi12 wrote:Can you make it keep its units on top of its hunts tho, or make good no micro compositions such as musk huss, skirm musk cav, etc? Or can you make it build all it's outposts on resources? Or make it have a good deck with a lot of unit upgrades?


Yes. Units can be moved or tasked to any position or target.
Yes. Units can be trained directly from any specific building or indirectly using "plans" from one or multiple buildings.
Yes. Buildings can be built anywhere. The only limitation is rotation is always fixed at the same angle which makes trade posts look odd.
Yes. Decks can be created with an exact selection of cards since the computer should have a level 100 homecity. Adding cards to the deck is easy, however, selecting cards for the homecity is very cumbersome and requires a massive amount of work.
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Czech Republic EAGLEMUT
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Re: ESOC Improved AI?

Post by EAGLEMUT »

iCourt wrote:
ovi12 wrote:
iCourt wrote:We've discussed this quite a bit. It's impossible to make them perfect, and they won't follow a set build order every time. We may incorporate Felix Hermansson's Draugur AI at some point, but lots of testing needs to take place to make sure it doesn't break the game.

Also the AI will never heard, it'll always garrison villagers if you shoot them, and wall pillars still must be destroyed. We will see, not sure if it would add much depth to the game however.

Can you make it keep its units on top of its hunts tho, or make good no micro compositions such as musk huss, skirm musk cav, etc? Or can you make it build all it's outposts on resources? Or make it have a good deck with a lot of unit upgrades?

No.
Yes.
No.
Yes.
IP Man wrote:Is it possible to remove the outposts for the AI?
Because i once played 1 game vs expert Ai with 100% handicap for them and they had 4 outposts already building the 5-th at 3:50 lol

Maybe. Drauger makes the AI much harder to beat so long as you don't cheese it, so 100% handicap may not need to be used.


The actual answer to all these questions is yes, with varying difficulty. If you guys decide to develop some sort of ESOC AI, I could offer a bit of help with that. I've worked with the AI code quite extensively in the past, although it was only on nilla.
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Great Britain Panmaster
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Re: ESOC Improved AI?

Post by Panmaster »

iCourt wrote:Also the AI will never herd, it'll always garrison villagers if you shoot them, and wall pillars still must be destroyed. We will see, not sure if it would add much depth to the game however.


The AI keeps garrisoning settlers if you shoot them because it is hardcoded to create a townbell plan which garrisons settlers in the primary towncenter and returns them after roughly 15 seconds.
Even if it was possible to instantly disable the townbell plan, the hardcode would keep activating making the settlers go back and forth. Fixing this isn't possible without rewriting the game executable.
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"Better to remain silent and be thought a fool than to speak out and remove all doubt." - Abraham Lincoln

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